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Everything posted by orangesherbet

  1. orangesherbet


    I echo this response- been involved in the testing phase for both A2 and A3 and I couldn't be prouder of the group of guys for what they've been able to do. Can't wait to see what the future brings!
  2. Thank you all who helped with the event and participated! I will let you guys and gals know when we hold the next one
  3. (skip to the end for a tl;dr if you wish) Hello, I'm Dan also known as orangesherbet- haven't been active on these forums for some time but I've been a tester and supporter of Epoch since the early days in 2012. More importantly, I've made lasting friendships with the development team and surrounding community of Epoch Mod. With the release of version 0.5, I wanted to organize an event that would bring all of us together to celebrate the time we've spent playing, testing, and developing (I'm not a dev) the mod! The event itself will take place on Chernarus, where everything started! We will have several activities for participants including a race from Kamenka debug line to NE Airfield, a melee arena, demolition derby, "Tower of Terror" built by community developer and friend SLI, stunt contest, fishing, and base building! I'll be hosting the event on my stream and Discord, but I do want to make it clear that this event is about the celebration of Epoch Mod's development and not a promotion for my stream or Discord server. I would recommend participants join my Discord server as that is where players will be welcomed to chat with each other and the admins to help us stay organized and have fun! Feel free to leave the Discord server at the conclusion of the event if you wish. We do have another Epoch Event in the near future and I will share that information with everyone once we have a date set! tl;dr ------------------------------ Event Info: Date: Saturday April 22nd, 2017 Start Time: 12pm EST / 5pm GMT (Find your time here: http://bit.ly/2pm6kXR via WorldTimeBuddy) Event will be at least 6 hours. Game Mode / Map: Epoch Mod Chernarus Server Information: Event has been completed Discord Server (for information, support): https://discordapp.com/invite/orangesherbet Free to use program- please use the text channel #event for help with anything regarding the event. Mods required for the event (all available on Steam Workshop, total file size over 14gb): Epoch Mod, CUP Units, CUP Vehicles, CUP Terrains - Maps, CUP Terrains - Core, CUP Weapons, CBA_A3, Ryan's Zombies and Demons Stream channel if you care to watch the event: https://twitch.tv/orangesherbet ------------------------------ Thanks to [VB]AWOL, SLI, Pumba, Konc, Robio, TipsyJack, somyc, Buddha187, and Philanthropy for help setting up this event and [VB]AWOL for providing the event server. Promo image made by SLI. Stay Tuned for server info Saturday morning!
  4. You always have to think of worst case scenario, indeed because it will happen! The way we are testing now (per AWOL) is to have a random timer - between 5 and 30 seconds for the detonation to occur and the option to detonate won't even be possible before time alive >= 15 minutes. I like this and I can't think of a better solution at the moment.
  5. I am definitely in support of the detonate feature. I believe that adding tension to situations where you are having highs and lows is a way to engage players. For instance, when you are mostly playing alone: finding good loot then hearing a sapper or a drone can be a tense situation. And when you are in PVP with a teammate: communicating to locate and take down your opponent or waiting for a revive from a teammate is stressful. The added stress of the unknown is the "rush" that people are after (at least it is for me when I'm playing for keeps). I just hope for a solution that is fair- since we have the multigun with revive attachment I'm not sure limiting the timeout is a good idea. I really like the idea of a particle effect on the dead player indicating an explosion- I'd like to hear other suggestions too. . . when you have a feature that no one else has there is also no precedent set for what is "fair". I personally don't want to be coddled but I don't want the explosion to be instant either. I'll think on it and look forward to hearing what others suggest.
  6. That's a good point @vbawol. However, I think that a good portion of players immediate reaction is to check for loot on the body or take the gun. While this is a bad habit a lot of us have that instinct. My suggestion was a delayed explosion with an audible timer sort of like the bomb in CounterStrike (with a much shorter fuse). Anyways- like the feature but of course there is always room for improvement.
  7. What's wrong with me I double posted arrgh.
  8. I for one am down for these changes - (cheers Axeman!) if anyone wants to hop in and test w/ a friend you can see how it evolves in the Experimental servers: Search "Bullet Buffet" in your server browser and enable the right addons :) (or play on Axeman's server in his signature) In order to test the "morph" and "detonate" you will have to have another player kill you, doesn't count when an antagonist kills you. Also have a look at the "nuisance" value as you fire your weapon- this influences antagonist spawns too!
  9. Now sappers need trigger warnings- I knew that sapper looked like a sjw, it all makes sense now!
  10. Saw changelogs for 0.3.9 Exp and yeah! [Added] Player option to Morph into a random antagonist (from deathMorphClass) after death. The array 'deathMorphClass' found in CfgEpochClient can be used to specify what antagonists to randomly spawn. [Added] Player option to detonate body after death. Sacrifice yourself by generating a runaway thermal cascade using the nano bots within your body. Nothing left to revive. [Changed] New Sapper antagonist config options: reflexSpeed - Set the loop pause. Defaults have been lowered to make sapper more responsive. nestChance - A percentage chance, at each sapper spawn, that he will create a nest. hideLevel - (Fear Emotion) Set level at which sapper will go into hiding based on fear of armed players, being shot near etc. chargeLevel - (Anger Emotion) Set level at which sapper will trigger 'charge the player' mode. Interesting!!!
  11. Currently the vehicles do spawn in with a random fuel level I can confirm that.
  12. It's ok AWOL I got you dawg! Also, here's a throwback to the best present you ever gave us. RIP Gumby Slide :( http://www.twitch.tv/orangesherbet/c/5197718 oh, and happy birthday man :D
  13. https://www.youtube.com/watch?v=nq3dM8ZYbFk I updated the base building tutorial for v0.3.0.1 and there will be more videos on the wiki. Many of you veterans of the mod need not look but what I'm trying to accomplish is to keep the casual players up to date and continuing to play! Feel free to link the wiki to your friends whenever they need to learn something :) http://epochmod.gamepedia.com/A3Epoch:Arma_3_Epoch
  14. cursor targeting on NPC's has been an issue for a long time unfortunately
  15. lol I don't think it's working "as intended" then haha... never tested it myself
  16. My feedback on the traders having building materials is that a few is ok- 100 is too many. I hadn't asked AWOL about this but I can only assume having a full 100 stock of each item is to help facilitate base build testing, but not being able to sell common items due to the stock being full on all traders feels strange. If it was up to me, I wouldn't stock 100, maybe 20 of certain items to start- don't want to have a scenario where traders are like a base building store, everyone would go there instead of using the systems that were just put in place to gather those materials for free! In reality the majority of players will take the least path of resistance to what they want to do. To respond to people saying "x item" is more common and I can't find "y item" that is pretty important feedback to have as the rarity of items will have to be tweaked as time goes on. I am merely a tester but I appreciate reading honest feedback about loot and other things :D
  17. just garbage loot atm- same w/ the lighter, but that will have a use potentially.
  18. If you leave the server or it restarts- the mission restarts as well, even if you get to keep the mission document (as a souvenir?) But your feedback is helpful for sure- much more testing will be going into the missions!
  19. Yeah there is a lot of issues to work out before the server files are released but we need to start somewhere right? A lot of these issues are known issues, but some I'll be attempting to recreate so we can move forward to a fix! Thanks
  20. Starting a thread here to gather players' feedback on the update as it sits. There are known issues, please refer to the rolling changelog and also the github for reporting bugs So, what do you guys think? What do you enjoy- and what do you think needs improving- keep it civil! Install guide for 0.3 RC here: http://goo.gl/zuiKu6
  21. Satchels and other explosives will be harder to find, and weapons overall are decreased- you will have to try it out and provide feedback. It will be a work in progress for the new loot tables over the next month or so to get the values proper
  22. Next version will include scavenging of metal scraps and cinder blocks from wrecked cars / pallets of cinder blocks. Looting will be significantly different in the update as well, with admins being able to adjust the loot bias on their own. I really like the current setting on the test server which allows for 1-3 items per piece of furniture. Scavenging from the environment creates a whole new brand of gameplay, salvage metal is way more obtainable- and you would be surprised how many cinder blocks you can find. Only thing missing is the way to craft mortar buckets. As far as food / water- now the food baskets (garbage piles) will yield specifically food so look around for those as well. I would recommend keeping a food cooler on your character and combining 1 cooked meat + sweet corn + food cooler to make a full food cooler. I'm excited for the RC test I think you guys / gals are going to have a lot of fun with it!
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