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TheStainlessSteelRat

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  1. Like
    TheStainlessSteelRat reacted to Grahame in Is loot spawning working as supposed to?   
    I agree. The previous loot system worked really well. Right now we have, unfortunately, taken a step backwards IMO
  2. Like
    TheStainlessSteelRat got a reaction from Cubitron in dummy.sqf not found again and again and...   
    Maybe this will help.
  3. Like
    TheStainlessSteelRat reacted to rvg?! in Is loot spawning working as supposed to?   
    I would like to have the old spawning system back aswell. Reasons already pointed out by several users here.
  4. Like
    TheStainlessSteelRat reacted to mgm in Is loot spawning working as supposed to?   
    the moment you realize you are up to speed on who has been away from forums, for how long, and why... it is a BIG sign you're spending too much time on the forums and should look for a (new) hobby!! 
  5. Like
  6. Like
    TheStainlessSteelRat got a reaction from rvg?! in Is loot spawning working as supposed to?   
    Loot spawning has changed. It used to be that loot spawned 'in front' of player as they searched through an area. Apparently it now spawns 'around' a player as they search through an area, this means it could now spawn in buildings behind you that you have left as much as buildings ahead of you in direction of travel. Can't remember where i read this but will add source once found. (Thanks He-Man for adding source as well as being the source, see below) 
    Personally feel this again disadvantages the lone player and helps those in groups, which has always been my biggest criticism of Epoch. Imagine four players in diamond formation sweeping through town first player triggers loot, left and right players catch stuff on their wings and rear guard hoovers up behind. Of course loot is also spawning for each of the players in the group, pattern repeats.
  7. Like
    TheStainlessSteelRat reacted to KPABATOK in Glitched loot objects   
    On similar topic, Altis map, these trash piles no longer lootable. Or at least I could not manage to loot them when I tried.
  8. Like
    TheStainlessSteelRat reacted to Ghostrider-GRG in Glitched loot objects   
    Several times now I have observed that there is a particular type of Barn on NAPF in which one can not interact with the rug object spawned on walls.
     
    Barn: http://steamcommunity.com/profiles/76561197995799489/screenshots/
    Loot object: http://steamcommunity.com/profiles/76561197995799489/screenshots/
  9. Like
    TheStainlessSteelRat got a reaction from axeman in Antagonist Avoidance   
    Red Sapper entice him to explode by running close past him, keep running to avoid blast radius.
    Green Sapper anti personnel mines can work as above or i take a knee put some well placed shots if possible retreat and repeat until dead
    Cultist yep exactly what was said above, although i do find aiming a slow walk back to avoid cultist effect is also helpful but can mean he blinks out on me if line of sight is lost.
    Snakes are much harder to 'stamp on', kill since latest patch, have died once trying, running away is simplest.
    The migration i find if i just run in different direction they leave you alone. Nests are another matter altogether, opening a building full of them is disastrous
    UAV shoot it down shoot it down now, panic starts to set in! Although once in a while if in a good defend-able position I will let the AI spawn and test myself.  (On dev server other day and uav spawned over safe zone at central on altis so i took to water as i had pistol with one mag only, I swam diving to avoid shots surfacing for air briefly as possible, until they had exhausted their ammo and then i emerged like a colossus from the sea to wreak my vengeance upon them).
  10. Like
    TheStainlessSteelRat got a reaction from arc7r7 in Antagonist Avoidance   
    Red Sapper entice him to explode by running close past him, keep running to avoid blast radius.
    Green Sapper anti personnel mines can work as above or i take a knee put some well placed shots if possible retreat and repeat until dead
    Cultist yep exactly what was said above, although i do find aiming a slow walk back to avoid cultist effect is also helpful but can mean he blinks out on me if line of sight is lost.
    Snakes are much harder to 'stamp on', kill since latest patch, have died once trying, running away is simplest.
    The migration i find if i just run in different direction they leave you alone. Nests are another matter altogether, opening a building full of them is disastrous
    UAV shoot it down shoot it down now, panic starts to set in! Although once in a while if in a good defend-able position I will let the AI spawn and test myself.  (On dev server other day and uav spawned over safe zone at central on altis so i took to water as i had pistol with one mag only, I swam diving to avoid shots surfacing for air briefly as possible, until they had exhausted their ammo and then i emerged like a colossus from the sea to wreak my vengeance upon them).
  11. Like
    TheStainlessSteelRat got a reaction from waynewr in Antagonist Avoidance   
    Red Sapper entice him to explode by running close past him, keep running to avoid blast radius.
    Green Sapper anti personnel mines can work as above or i take a knee put some well placed shots if possible retreat and repeat until dead
    Cultist yep exactly what was said above, although i do find aiming a slow walk back to avoid cultist effect is also helpful but can mean he blinks out on me if line of sight is lost.
    Snakes are much harder to 'stamp on', kill since latest patch, have died once trying, running away is simplest.
    The migration i find if i just run in different direction they leave you alone. Nests are another matter altogether, opening a building full of them is disastrous
    UAV shoot it down shoot it down now, panic starts to set in! Although once in a while if in a good defend-able position I will let the AI spawn and test myself.  (On dev server other day and uav spawned over safe zone at central on altis so i took to water as i had pistol with one mag only, I swam diving to avoid shots surfacing for air briefly as possible, until they had exhausted their ammo and then i emerged like a colossus from the sea to wreak my vengeance upon them).
  12. Like
    TheStainlessSteelRat reacted to arc7r7 in Antagonist Avoidance   
    Snakes: Drop a grenade at your feet and run like hell.
  13. Like
    TheStainlessSteelRat reacted to waynewr in CUP versions and trouble getting into servers   
    Hey all.
    Cheers for the advice.
    Checked versions and keys to make sure they were correct and matched server versions but they were still coming up as red in the game launcher
    I tried unsubscribing and reloading mods from steam, they then came out as corrupted. So deleted them and reloaded them again and they were fine.
    Got into Epoch Z by Grahame and its all good, must have been corrupted files.
  14. Like
    TheStainlessSteelRat reacted to Grahame in CUP versions and trouble getting into servers   
    Sorry, late to the conversation. Are you launching the game from the in game launcher after manually selecting the mods or using the launcher's "SERVERS" button?
    If the CUP versions are showing up as red on the in game launcher in the bottom right hand corner when you've selected a server then that server's probably running an old version (not necessarily since version 1.5 always showed up in red...). Each CUP mod is named with the version number so that's fairly easy to check (Weapons - 1.6, Units - 1.3.1, Vehicles - 1.3 are the latest current versions as of May 11th). For CUP you also need the latest version of CBA too.
    If you're selecting the mods manually then also note not to choose mods that the server you're going to doesn't have - that can get you kicked too remember.
  15. Like
    TheStainlessSteelRat reacted to BetterDeadThanZed in CUP versions and trouble getting into servers   
    I've got all CUP Terrains Core, Weapons, Units and Vehicles on my server along with CBA (Required for CUP Weapons, Units and Vehicles), Esseker and of course, Epoch. You could try connecting to that. I know it's running the latest version of all of them so if you still can't connect, you've got something wrong on your side. 
  16. Like
    TheStainlessSteelRat got a reaction from axeman in CUP versions and trouble getting into servers   
    I too use Arma's own launcher and subscribe to most mods via steam where available, or download via Armaholic.
    The one Server i know that is using CUP weapons, units and vehicles is Epoch Z by Grahame and i have no issues joining by loading required mods and saving them as preset called 'Epoch Z':
    http://
    http://
    Yes on joining there are couple of normal error boxes, none of which stop me joining or playing.
    Again my only thought could be that server host is running out of date version of mod whilst you have latest workshop version hence the error.
  17. Like
    TheStainlessSteelRat got a reaction from Grahame in CUP versions and trouble getting into servers   
    I too use Arma's own launcher and subscribe to most mods via steam where available, or download via Armaholic.
    The one Server i know that is using CUP weapons, units and vehicles is Epoch Z by Grahame and i have no issues joining by loading required mods and saving them as preset called 'Epoch Z':
    http://
    http://
    Yes on joining there are couple of normal error boxes, none of which stop me joining or playing.
    Again my only thought could be that server host is running out of date version of mod whilst you have latest workshop version hence the error.
  18. Like
    TheStainlessSteelRat got a reaction from rvg?! in CUP versions and trouble getting into servers   
    I too use Arma's own launcher and subscribe to most mods via steam where available, or download via Armaholic.
    The one Server i know that is using CUP weapons, units and vehicles is Epoch Z by Grahame and i have no issues joining by loading required mods and saving them as preset called 'Epoch Z':
    http://
    http://
    Yes on joining there are couple of normal error boxes, none of which stop me joining or playing.
    Again my only thought could be that server host is running out of date version of mod whilst you have latest workshop version hence the error.
  19. Like
    TheStainlessSteelRat reacted to rvg?! in need server files   
    no, the link works as supposed to.
  20. Like
    TheStainlessSteelRat reacted to BetterDeadThanZed in need server files   
    Here's a direct link: http://lmgtfy.com/?q=+%20Overpoch+Origins+Taviana+server+files
  21. Like
    TheStainlessSteelRat reacted to mgm in Whats happened to EPOCH ??   
    Thank you LordAwol!!!! Right after axeman's comments on hoverboards in another thread today, here you suddenly dropped the official confirmation in basic crypto!! How can we ever thank you?

     
    For non-believers here is the imgur link for the decrypted official message -- courtesy of HOVERBOARD SUPER PAC group.
     
    KPABATOK - I told you hoverboards coming soon!
  22. Like
    TheStainlessSteelRat reacted to vbawol in Whats happened to EPOCH ??   
    Work started on Arma 3 Epoch in late 2013, and today there are now AAA game titles and other mods with odd and sometimes striking similarities to Epoch. If we had as much of an impact as it seems we did, I am glad to have had some effect regardless of how insignificant.
    I think what most people don't realize, is just how much time it takes to make something new and creative as well as to support it. When the popularity of a mod increases so does the required workload as do expectations and hype. This often actually demands more time than is possible for any mere hobby. 
    This is where the "Official Servers" thing came from. As I needed a way to deal with the ever growing workload by attempting to isolate a few communities I could more closely engage to find and fix issues faster. Given what happened it actually seemed to work against us.
    More servers does not necessarily equal a healthy mod. Since we don't have a vested interest in the server counts it really makes no difference how many servers there are at any given time. EpochMod.com generates just about enough ad revenue to pay for the web hosting and all donations go towards supporting the project long term and other development costs are currently covered thanks to: (Vilayer, GTX, Survival Servers, and Nitrado) providing us with dedicated servers for free.
    What is needed is, more players. Any game or mod needs a constant influx of new players to be considered healthy. With more and more work going into the project the hope is to attract more players from making the project better. Then when others think the time is right, we need their help to spread the word and by then hopefully the media will do an article about us (cough "PC Gamer"). 
    I have been releasing mods since 2003, starting with Battlefield 1942 series and have spent almost 4 years developing mods for Arma 2 and 3. Over the years I have seen similar patterns repeat in regards to this topic with every game (yes even AAA titles) or mod that has ever been created. Some games or mods "hype train" don't even last two weeks and as they say, everything good must come to an end. I still think we have been a success considering we are just a mod for a game. 
    Hopefully this post will help clear up some questions as this is starting to feel like ground hogs day. 
  23. Like
    TheStainlessSteelRat reacted to mgm in Whats happened to EPOCH ??   
    Protip: A _bulb will light up as soon as you realize Hoverboards is the #1 thing Epoch need (urgently).
  24. Like
    TheStainlessSteelRat reacted to raymix in Whats happened to EPOCH ??   
    There will definitely be Trader UI revamp, a quality one. I'm also slowly returning to development, just that my job still takes up most of my free time (for next 2 months)
  25. Like
    TheStainlessSteelRat got a reaction from KPABATOK in Whats happened to EPOCH ??   
    A Certain Crass Group had called all their Epoch servers Overpoch by adding weapons packs and ground spawning loot and having Arma 2 style traders split into categories. Whilst this made finding loot to buy easier it is a pain in the butt selling to six different traders.
    I use the Trader to sell my excess and sometimes buy a new vehicle if required; but I agree it can be a pain to search through a whole inventory at present, but i am honestly not doing that enough for it to be a nuisance. Yes would love to see Ammunition separate from other items and maybe a sell all from vehicle option available in future.
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