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Duglum

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Posts posted by Duglum

  1. I understand the want for a larger storage device. I've never understood the hoarding, however. What on earth does one need with 26 lockboxes and 8 shelves? Once a base is built, how many weapons, how much ammo, how much food and first aid, how many vehicle repair parts can one use in a week? <rhetorical, for thought>

    Of course, if you look at it from a logical Standpoint; no one really needs massive amounts of Stuff. You also don't need a Base.. or Vehicles. It's just that the human mind still features a large part of the "hunter and gatherer"-thing.

     

    To be honest i don't even use much of the Stuff i possess. I much prefer to go out only with a Drink, something to Eat, a Small Backpack and a Pistol and see what i can find and loot, or if i can sneak up to a player with my Pistol, kill him and take his stuff. After that i return to my lair, put all the stuff in my secure boxes and go out again. It just is what makes the game fun to play for me. Yes, i'm a hopeless hoarder. :)

  2. We don't need more antagonists, weapons, vehicles, etc what need need is a safe that holds more items securely. I'm all for improving current features but safes are what the players want plus it would help with storage in the database.

    I really support this feature request... Lockboxes are way to small. Just readd the Safe Model from A2 Epoch, let it have the Storage Space of 20 Lockboxes and add it to the Traders for like 5k or whatever.

    I'm playing alone and already have 26 Lockboxes plus about 8 Shelves.. all of them FULL. Can't even imagine the vast amounts of Lockboxes larger Groups must have...

  3. I prefer a Server with sane scripts, active and friendly admins and a friendly player base. Which is why i play where i play. :)

     

    Most of the things you listed as your favorite exist there.

    There are no lazy-type things like auto-refuel, self-bloodbag etc., instead there are unique cool things like supply drops, a Bunker with loot accessible through an entrance with a 4-digit code and a "Zombie Hunter Trader" with which you can only trade if you have >150 Zombie Kills. Also, all armed and armored vehicles are very expensive.

     

    Most people there speak German, but English is accepted as well. :)

    If you want to give it a try: 88.190.62.129:2332

  4. Theres another "exploit", if wou want to call it an exploit: Every Player can generate empty Briefcases at his will, thus making empty Briefcases as loot and the "Metal Trade for 120 Gold" obsolete.

    All you have to do is to have 2x 10oz Stacks in your Inventory and sell something, like a Bandage: Voila, you have a Briefcase with 2x 10oz in it plus the silver Bar from the Bandage. Empty the Briefcase and put it in your backpack, repeat...

  5. I'm aware of the problem. Also there is some limitation with variable or database entry size in ARMA (2048 or 4096 byte if i remember correctly), but one could simply split the inventory into multiple variables if that was the case. But it is not. I've seen nearly empty safe inventorys go poof, i've seen safes go poof that had something like 150 stanag mags and nothing else in them go poof... so it has to be something else.

    I also had the Weapon slot of one of my safes appear empty after opening it, but luckily before i could lock it again one of the admins restarted the server without further notice to fix something important, and after the restart my items were there again. So the database entry was still there, it just wasn't populated into the safe inventory correctly.

  6. Every Key and other Toolbelt Item such as Rangefinder/Binoculars, NVG, Toolboxes etc. counts as a Weapon in terms of storage. Had to buy two more Safes to get below 25 in every Safe i had.. but thats ok.

    What bothers me way more is the fact that seemingly noone tried to really debug what exactly is causing the empty Weapon/Magazine/Backpack Slots in Safes. The root of the problem is still unknown and not fixed, lowering the Weapon Slots is just wild guessing and doing something for the sake of doing something imho.

     

    Does the problem occur when writing the safe inventory to the database? When reading it? Both? Are there still overflows and/or exceptions? Does anyone really know?

    How about writing a check that the variable just written to the DB is the same as the Safe Inventory when locking a Safe? Same goes with reading when opening a Safe.

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