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  1. This community sorta just killed itself with policies and group think and is going to continue that way. As someone who watched UO as an outsider popping in and out to play Arma every few years, I noticed a few things that basically killed Arma gameplay over the years and I believe UO will fall into the same traps if another game gets picked up. The first big issue was that whenever any semi influential member said they were leaving in the mission selection/slotting screen, they would rip away a handful to a couple dozen players from the server following their footsteps. This was especially apparent with the Gulag channel because once one Gulag member left, they all left. I believe this type of transient play style with major community members stunted the growth of new members and turned people away from UO. I think another big inherent issue with UO is the regular structure and what they can vote on. From my observations, people who never actually played Arma would be the most vocal ones on the forums and in policy discussions whenever Arma related changes ever came up. The fact that people who never actually played on the server would be in charge of it seemed off. I believe another reason why new members never actually stayed was that the big Green R's and Blue O's couldn't be bothered to stay on the server for more than 2 matches. If the people wielding the power wouldn't stick around in game, why would new members stay? Officers, GM's and Regulars were never the core players of most Arma matches during my playtime in Arma 2 and 3, what's even the point of those positions in a community where they get a majority of say on what happens to the game they don't even play? I get the whole multi community argument, but why not put the people who actually played Arma to be in positions of power to make it better? There wasn't really enough GM's around during certain periods, or if there was, they couldn't be bothered to fix the server. The policy behind limiting the amount of GM's sorta hurt the Arma community long term and didn't really allow for the servers to flourish on their own. What even was the point of making GM a coveted rank if they would proceed to not even do the job? I believe the biggest issue with UO is that new regulars weren't sought after and those that made the Arma community great weren't really listened to and were ignored. This community was downright petty as fuck and I believe that was the final nail in the coffin for UO. The establishment regulars basically created their own space and didn't really see a need for new players to come in unless they became their close friends. Regular ship wasn't actually about being a regular in the community, it was more about being friends with the in group. There's my shit post on UO's Arma history, I'll probably get called out for being dumb or not recalling everything the same way a regular did. Thanks for the memories UO, Arma 2 and 3 were fun.
  2. I think a big part of why many people have left UO other than game issues and real world responsibilities is that UO is just plain toxic to new people and outsiders. From my experience of bringing new people to the server who have only had vanilla Arma 3 experience and running through the famil course with them, and then joining the primary, there's just a huge cloud of toxicity that occurs because of the general attitude of certain players within the community. Certain players on the primary can just be straight up assholes to new people, or even come off as one, leaving a shitty taste that they might not want to come back to. The biggest issue is that perception is everything with new people, and if we seem like assholes, we probably are assholes. Another thing is that for new people trying to join the server, there are multiple cliques within the barracks channels that seem very hard to break into, with many people being discouraging to newcomers and even members of the community who dare enter the channels. These cliques tend to extend further into the primary server, creating tensions between members of the clique during slotting/in-game that come off as petty and childish. These types of petty arguments give off a bad vibe to newcomers. I honestly think that the main issue this community has is that it's populated by vocal and loud assholes.
  3. How long are you waiting? It might be loading the server, I know it takes me up to a minute usually when joining the server from Arma3sync.
  4. It'll be lonely without my favorite officer here, have fun!
  5. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/co09-msv-to-the-rescue-v3-r882? Mission does not have any slots.
  6. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/tvt36-homeland-security-v2-r940 Micro terrain on this map completely disables radios at long range, would recommend turning off terrain interference in the mission.
  7. I'm pretty sure this will affect less than 10% of players, but the new layout is broken on the Opera browser and makes the webpage pretty much unusable.
  8. Cake

    CO22 Co-ops v6

    The arsenal inventory system still has the persisting bug where previously saved zeus loadouts can still be loaded in, adding restricted gear to the match. Would reccomend removing arsenal and using a script to add items to a cargo box that respawns every few mins rather than the arsenal system. RHS cookoff does not completely destroy the vehicle nor kill the occupants of the BRDM and requires morphene overdose to kill the occupants. Would reccomend disabling RHS cookoff in the settings of the vehicle.
  9. Helicopters can also not hold the entire team on a full server. 3-5 people are left behind due to lack of slots.
  10. Garbage collection deletes each body after only 30 seconds after death.
  11. I've only had this issue when Arma auto saves. I just set auto saving for 30 minutes and deal with the ~10-30 second hang every 30 minutes.
  12. I usually have this issue and have found that putting Teamspeak on full screen on the second monitor will prevent me clicking other things. I don't think there is an exact "fix" for this problem, I think it is an inherent issue with Arma right now.
  13. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/co25-hc-pth10-hornets-nest-v1-r871 End conditions fail to fire after team RTB's. Amount of slots and mission name do not match http://aar.unitedoperations.net//replay/BE758AE2D36542E145F33EDA4B84F8F2 May be caused by the extra Independent AI sitting in the middle of the map.
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