Although we had problems during this run through of the event, it was at least better than the first iteration.
-All the missions worked to at least some extent, none of the missions caused the server to crash.
-Some pretty intense and memorable actions.
-People followed orders pretty well from my perspective, and it was nice to see the effort put into planning for the missions by some of the CO's, which brought out a more tactical side to UO that is not seen often.
-Offered a lot of variety within a relatively short timespan, from heliborne raids to armored assaults with the use of a lot of not commonly seen assets during normal play.
-Event administration was understandably difficult to coordinate due to last minute shuffling around of responsibilities.
-Not enough testing of the missions before the event date, when testing was supposed to occur it is to my understanding that no one showed up.
-Missions modified by multiple people caused issues, such as setting certain objects to simple, etc. The more people that touch a mission, the greater the chance is that the mission will have issues.
-Low population hampered the balance and feel of several of the missions from my perspective, we had reached only approximately 90 players at the peak, still 40 players under the max. For future large events I would recommend inviting another community to tag along to bolster numbers, like during the first run through of this event.
Now I would like to address some points brought up by others in this thread:
- Leadership was insane for the duration of the event. Several mission leaders had power point presentations set up for their briefing, which is cool in theory, but making a mission supertacticalhighspeedlowdragoverplannedshittery is only cool if you actually expect the missions to work. The amount of work that went into some of these damn things was probably more than the work that went into the actual missions based on the amount of mission problems encountered in the lead-up.
Azzwort, I feel this is incredibly unfair to all the mission makers that developed the scenarios for the event. I have probably spent over 50+ hours creating, testing, adjusting and perfecting mission two which functioned without issues during the event. When creating missions this large in scale and scope, it is difficult to have every part function exactly as it should, no one really knows exactly what will happen when the mission population gets to 100 and above players. Missions one and three, as previously stated were passed around by a few people, each making changes which had the potential to detract from the mission, as seen with what happened in mission three. Mission one had an even more troubled development, but thanks to last minute actions by Perfk was able to function relatively well. In fact, I even fixed AC 337's Brutal to make sure we had a back up mission to play in case one the missions failed, but obviously I put in minimal work when making missions... Maybe if you have missions on the server I would be more understanding of your positions, but as of now your criticism here is in my opinion unfounded.
- Every time I asked a question I got sass, and I had to threaten to crush this event beneath my heel in order to get any kind of cooperation out of you.
Azzwort, the fact that you would threaten to cancel this event just because you could not get along with Blue irritates me to no end. This is incredibly disrespectful towards all of the mission makers, leadership, and people behind the scenes who worked for countless hours to bring this event to fruition which many ended up enjoying. To affect nearly 100 people over a disagreement with regards to event control is disheartening, and seemingly petty and selfish.
Pre-Mission Courses: This is one aspect, though i didn't attend, struck me as a great idea. It doesn't have to be super-organized, but just loading in game and practicing a bit with vehicles or with your squad goes a long way in improving player skills and coordination.
Missions: I won't beat a dead horse, I know mission making is difficult, and i'm certainly not going to throw rocks from a glass house. But event organizers not just mission makers need to put more effort into organizing detailed and comprehensive mission testing to identify things like gear issues, and not just offloading all responsibility onto one or two people to "make sure the mission works." We have more than enough people willing to help test as evidenced by the pre-event test, it just needs to happen earlier.
ThePieSpy brought up some good points here that I hope are referenced for future events. The pre mission training, especially Max and Blackhawk's vehicle gunnery course was a superb idea that gave players the chance to coordinate and become familiar with controls before the event. Also, while I missed Jak's MOUT training I am under the impression that it was quite informative and while unable to really be put into practice during the event, it should allow those who attended a better grasp of operations for future missions and events. And with regards to testing, I am fully in agreement as having large scale tests before the event is critical to ensuring minimal mission failure.
Thanks to Max, SgtDeadly, Perfk, Blackhawk, Blue and all other leadership for making this happen. Lets hope for some more events this year, perhaps with another community?
Edited by Gkenny, 2017-04-30 @ 22:35.