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orangesherbet

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Posts posted by orangesherbet

  1. (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! 

     

     

    EpochPoster_V2_low-------.jpg

  2. 19 hours ago, Raelor said:

    Here's a situation for you. Fresh spawn, you spawn in and start looting. Mid way through your business, you hear a vehicle approaching and come to a stop. You SPRINT to it, and almost get inside before they shoot you dead. Now that you've died, you click detonate and destroy their vehicle and anything they might've gained from stopping you. There's nothing tense about that, this will slowly be abused. You can literally jump from helicopters to your death to kamikaze stuff with your dead body lol

    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.

  3. 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.

  4. 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.

  5. 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!

  6. 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!!!

  7. 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

  8. 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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