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Arma 3 Zeus is a new form of multiplayer where improvisation is the key to success. Inspired by popular tabletop games such as 'Dungeons & Dragons', this free DLC for Arma 3 enables you to assume the role of Zeus, a game master with the ability to curate the multiplayer experience of others. Welcome to my Channel. I produce content focused on tactical analysis, game overviews, game mastering, tutorials and more. Titles in progress 40K Lore In.

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If your post has been removed, it's probably violated a subreddit rule. Uh.Seeing as how I've gotten zero activity on the public zeus server I'm on, I'll make this post instead. Have a plan beforehand. Better yet, have a set of 'techniques' or small modular snippets of a mission that can flow together, i.e.

You wanna do a HVT mission, okay, throw some ambushes and helicopter exfils in that you did from another mission in a different way. Get a moderator who knows you well or thinks similar to you.

This is quite hard to find, but basically the kind of person who sees what you're doing, then sort of emulates/adds onto it without taking away the main theme. I've met maybe 2-3 people who pulled this off. Think about the mission from the standpoint of the player.

'If I was doing this, would it be fun?' . When you make an objective, make sure it's using proper English or grammatical structure in your native tongue. The Goal of a Zeus is to provide an engaging mission while keeping it fun AND challenging.

If a player does something stupid, i.e. Rambo's into the enemy base with the repair truck(holy shit you have no idea how many people do this) then that's on them, don't give them another one. If it was against the entire playergroups wishes though, that's a different story.

Try to keep enemy counts in midsized towns in the 20ish range. Anything higher starts to impact FPS negatively.

Scenic placement enhances a mission greatly. Sure, it'll take you another 30 mins to build that enemy base, but damn does it look good. Be reasonable on allowing certain items/equipment to show up in a mission. Starlancer mission 16.

You don't want that one guy steamrolling with a mortar, and if he does, get something equal or greater in force on him, like a mortar or airstrike, or hell, a simple fireteam. Keep it balanced.

While you are building the main mission, have your game moderator entertain the playerbase. If you remote control, don't kill the players directly, but instead wound them via shots to the legs and arms, or use suppressive fire. Have the AI act realistically. If the player pops off a shot near the enemy base during a stealth mission, cancel some patrol waypoints and send them to the sound of the shot. When using custom loadouts, make SURE there is a consideration for stamina.

Too many loadouts I've seen with KOTH level gear stacked on top. Some loadouts, either tailor them for the mission at hand, or use them for all missions, meaning that they are functionally similar to a NATO rifleman, CSAT Rifleman, Syndikat Scout, Etc etc. Again, have index cards on your desk or whatever with small snippets of ideas to keep a mission going. If you're like me, then you'll want to have the admin debug console open for a. Watch videos of other zeuses play.

Some are good, some aren't, it's all up to you in the end.And last thing, don't zeus longer than 3 hours or so. You burn out after that. Familiarize yourself with the controls and capabilities BEFORE the mission.

Use achilles extension if possible.As for your job itself:.Your job is to make a good mission for the player. Do not directly play against them, try to make a fun and engaging mission for them.Do not abuse your knowledge when controlling units. Try to act naturally and don't instantly run where your players are even though you know their position from zeus.Always make sure you never spawn anything in sight of the player.Stay in contact over a set radio frequency with platoon lead (If you even use radios/Unit structures that way) where you can communicate if necessary.Control aspects of both the enemy and friendly forces if the mission allows it.

Makes the battlefield much more alive. Same goes for civillains. Specific loadouts and weapons can greatly change how missions play out and their difficulty. In public zeus, everyone wants an unlimited arsenal so they can spawn their favorite Invade and Annex loadout. Don't do this, except if you're just dicking around waiting for the actual mission. Be thoughtful on the assets you give your players and the assets you give your enemies, because it is entirely possible your players will pick up enemy assets.For example, say you have a simple town occupied by CSAT, say 20 infantry or so and one HMG Ifrit and you want your NATO squad of 8 people to clear it.

This mission's difficulty changes drastically if NATO has AT capabilities, or if the enemy infantry have AT that can be picked up. It goes from an easy one hit kill and clean up mission to a more thoughtful approach of the town as to not get spotted and engaged by the Ifrit.

SUBREDDIT RULES.No unit or server promotion. Please do not recruit for your unit here or advertise your server. Please refrain from mentioning your unit/server in your post title.No self-promotion.

You can post videos, but please do not dump your YouTube channel or livestream on this subreddit. Accounts must be older than 10 days to get past our automoderator and submitters should be actively participating with the subreddit.' Looking For Group/Server' posts will be removed. Please use the resources available in the to find a group to play with or check out.No unit drama. We can't fix your ban or resolve your internal issues.

Please take it up with your unit or the server admins.Yes this game is good. Yes you should get it. Question posts like these clutter up the feed. Please use the pinned weekly questions thread to ask questions if you're considering getting the game.Performance and PC Build questions belong in the weekly questions thread. Please help us keep the feed clean and post these types of questions in the pinned weekly questions thread.Don't be a dick. Please try to remain polite and follow.NEW TO THE SUBREDDIT?.Read the.See if you're looking for a community to join.Search the subreddit before posting; your question has probably been asked and answered before!.Use the Weekly Questions Thread pinned to the frontpage for general questions.You are responsible for reading the sidebar and subreddit rules. If your post has been removed, it's probably violated a subreddit rule.

Relatively new to Arma 3, and so far I'm loving the Editor; really reminds me of making maps in Halo forge. Unfortunately, I like to make big, complicated maps which are fun and lengthy but have the pitfall of taking forever to make. I'm talking triggers for ambushes and reinforcements timed exactly at the right moment, but costing me upwards of 20 hours to create. So far my friends are ok with the wait (for now), but I'm thinking about playing Zeus in the future so there's no wait at all. However, I fear I won't be able to add all those crazy scripted events and other fun stuff without making them sit around and wait, which is no better than the Editor. So I ask of you Zeusers, do you have any tips or tricks to speed along map creation without dropping all the cool stuff the editor is capable of? Any ideas that require mods are welcome as well.