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orangesherbet

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Posts posted by orangesherbet

  1. Never did meet up with the other testers that were in the server with me but here is my thoughts (without consideration for how things may work in the future, just with the current build)

     

    • It seems that the fatigue system works a bit differently now: pausing just very briefly seemed to reset my fatigue and I began to regain stamina.  I don't know what the solution to the states of motion: normal, fatigued, and tired(slow) but it seems unnatural to me not sure but it just feels weird. I know players "expect" to run forever but im not sure what to say. I like the drink idea to boost though
    • Smashing all of the trash piles at the dump (40+) spawned no AI, nor did any of my looting over the course of 3 hours. Only encounter I had was with a random heli flying overhead
    • Civilian vehicles damage extremely easy, yet slightly armored or heavily armored vehicles knock down fences / small objects with ease, this is a bummer for anyone trying to go offroad w/ a civ transport.
    • The toolkit only seems to fit in a backpack? Maybe this is due to the amount of slots it takes perhaps but it would not go in a vest either and if you are new player you would want this to fit in the default clothing perhaps. Does this have limited uses or does not work when vehicle is damaged a certain % ? the vehicle I was in was orange for 3/4 of the parts and I could not repair w/ toolkit even when dropping toolkit but did not try re-logging I guess
    • Kensen had mentioned to me that the Lynx did not fit in the carryall backpack- are weapons going to be taking up the same amount of slots eventually? ex. DayZ pistol=5 primary=10 perhaps some weapons should not go in a backpack at all
    • the new furniture is awesome. seriously- the experience of looting and discovering all these pieces is going to to be GREAT for new players, as well as discovering the crafting / how to build. It's going to spark up a lot of conversation for those who have not seen any of this before. "Bro I was in Orekastro and the loot was INSANE thats where Im going next time" lol
    • Base building is working pretty well, although I think the physics of the pieces is going to cause some problems perhaps if they become unstable due to terrain and other factors- based on my own experience and what I have heard, getting one-shotted by a "rogue" piece of floor/wall could be a hilarious yet unfortunate circumstance
    • The server ran very stable for me the whole time I was in (25 or so players) no red/yellow chains and my FPS stayed fairly stable but I think I noticed a slight dip whilst I was smashing crazy amounts of trash piles in a row.
  2. Previously I had been testing the base building (6/24/14) and had this to say:

     

    " Part of the known issues(kinda). Collision detection working overtime on the building pieces. That combined with sometimes the pieces getting snagged on a corner and whipping around like a blender. Also, noticed late last night(presumably after many hours of the server being online, 2 people building near each other- the pieces were desync when positioning."

     

    While I did not test base building tonight w/ another player- I noticed that the pieces did not interfere w/ each other in the same way - i.e. the collision detection is either at a really low level or turned off completely- I was able to push a floor into the side of a castle wall w/o it cancelling my build mode. I would agree that collision detection is important, we do not want players able to push pieces through a wall to mess w/ people or destroy vehicles etc.

     

    Also, I really like the status indicator of when you are unlocking a piece or when a piece is in the process of "locking". I think  a tooltip(text) that says "unlocking" or "locking" in the center of the circle (ofc when a piece is "saving" or "locking" and you take ownership again, the "locking" or "saving" would give way to "unlocking") In addition to this, my experience with base building and the time it takes- it seems like the unlocking/locking time could be at least cut in half, long enough that you wouldnt "accidentally" unlock a piece.

     

    I'm also looking forward to learning how players will obtain energy- as we know, since Epoch Mod got its start in Arma 2 it has attracted many different play styles which is how the mod had such mass appeal. Will the process of base building attract those same players and will they embrace the challenge and also find it rewarding? Of course the actual placing of the base elements, with the physics is really fun- but having the players WANT to make a base is key I believe. Even though base building has been done before I believe its significant part of the mod that I hope will not take a back seat to everything else going on- I hope that a portion of the players will strive to do only base building / surviving / defending against bandits such as what occured in Arma 2 Epoch.  I'd love to hear others' opinions on anything I discussed here.

     

  3. I have an old google doc that I was using to track issues but a lot of that info is not useful in the current build - these forums should be utilized to communicate but perhaps a stickied post by a moderator w/ "known issues" would be great for testers until a proper github is established

  4. The crafting is meant to be an immersive thing for the player to discover- some "tooltips" about crafting would be nice imo - telling a player that has an item that can be used in crafting- how to manipulate it in their inventory- currently by double clicking on it (logs, animal pelt, etc). I believe the wiki will have this eventually but only after public release.

  5. Only reason why I say anything is that we (testers, devs) need to distance ourselves from the "DayZ" tag as Epoch Mod has really nothing to do w/ "DayZ" anymore- and the typical gamer still currently associates it- and assumes that the Arma 3 project is just a reboot of DayZ Epoch

  6. testing date 7/13/14

    Hours Alive does not reflect the actual value of time alive (stuck at zero)

     

    Soiled, Crypto, Energy, Body Temp all persist upon death- even if you relog after death(reported by MrSwartz(Stephen))

     

    When driving up to a fresh vehicle that is still locked, the orientation shifts (by about 45 degrees) when you get to about 20m away

     

    Build system still is extremely touchy w/ the collision detection

     

    New female camo was spawning in the world and looks awesome

     

    A lot of food and not a lot of drink spawn in the trash piles(MrSwartz and I looted "the dump" for a test sample found about 10-15 cans and 0 drinks)

     

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