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Gimmic

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  1. Like
    Gimmic got a reaction from GornardArrope in New particle effects are meh   
    So honestly, I'm not impressed with the recently added particle effects. 
     
    Being in an area where it spawns is annoying as I constantly have the effect nearby but not in the distance. 
     
    Running through the woods and seeing it is annoying. For some reason all I can think of are farts.
     
     
    Please make this a client side or server side option. I'd rather just disable them entirely. 
  2. Like
    Gimmic got a reaction from DY357LX in New particle effects are meh   
    So honestly, I'm not impressed with the recently added particle effects. 
     
    Being in an area where it spawns is annoying as I constantly have the effect nearby but not in the distance. 
     
    Running through the woods and seeing it is annoying. For some reason all I can think of are farts.
     
     
    Please make this a client side or server side option. I'd rather just disable them entirely. 
  3. Like
    Gimmic reacted to Robot in PVP Balance in Epoch   
    I know there's a existing thread for Base Building feedback, but that mostly seemed interested in technical limitations and design - which is great, and I like the ideas that have come out of that thread, but this is more about gameplay. I'm starting this thread as a followup of this thread that came out of the BMRF Epoch servers.
     
    Base construction requires far more time and effort than base destruction. I'd guess that, right now, we're around 1 hour to destroy something that takes fifty man hours to build.
    Walls can still be clipped through. I realize this is a hard thing to fix, and as a workaround, base builders can double their outer walls. (We've done this.) A full height wooden wall takes 54 wood piles (roughly four big trees), a workbench, 27 lumber crafting cycles and 9 plywood crafting cycles. Wooden walls can be taken down in a 2-3 minutes with an axe (which has no cost to use) and can be cleared with a ladder that takes 10 wood (5 lumber). Further, nearly all bases require a lot more than one wall secure; a base with four walls, for example, still only takes one ladder to breach even if  it takes four times the resources to build. Concrete doors and walls can be destroyed with armed vehicles fairly easily. Being able to collect and store up vehicle ammo means that in, say 30-60 minutes, an armed truck can be purchased, fire off as many clips as you've collected, and sold back to a vendor. On BMRF, this is exacerbated because armed vehicles can be bought from the Hero vendor (say, the offroad with a DSHKM at 2 10oz gold) and then sold to the Bandit vendor for the same price (2 10oz gold.) This avoids any risk of keeping the vehicle, keeps the amount of ammo in the vehicle low at all times in case you lose the vehicle, and means that fresh spawned armed vehicles are worth significantly less to everyone except for raiding clans with vehicle ammo stockpiles. Previously (before vehicle ammo), which vehicles would automatically refill, if you wanted to get more than 250-300 rounds out of a vehicle in a restart, you had to buy a second vehicle. Also, if someone stole the vehicle from you, there was a higher chance of it having ammo, and if someone found a fresh spawned armed vehicle, it was a more valuable find even for smaller groups and solo players. As it is now, using a hotwire kit on an armed vehicle is rarely going to be worth it, because it'll have at most one full clip. The cheapest armed vehicles are only 8 gold (2 red bulls and a sherbet.) Locked Concrete doors take (in 1.0.2.3, I haven't done the math again) 3 cinder blocks, 1 mortar, 6 scrap, 3 tank traps, and a combo lock.  
    Here's the suggestions we came up with out of that thread:
    Switch vehicles back. being able to stockpile vehicle ammo is worse than it was when the vehicles got free ammo. If you're trying to reduce the damage these vehicles can do, decrease the maximum number of clips they refill to or remove the highest damage vehicles like you have with weapons. Make plot poles cheaper. Unless the intent is for people to be "offensively" building by putting windows into other players walls, building ladders to clip into bases, or even simply walling off other players doors, plot poles should be cheap enough that they are more commonly used. Rasp (from the thread) suggested that perhaps having a plot pole down could be made more valuable by boosting the durability of all constructed structures in range, which I thought was an interesting idea. Lastly, here's some new thoughts I've had since the thread.
     
    The BMRF servers are devolving from the impressive base building that 1.0.2 introduced down to buildings full of safes and nothing else. Some of the groups are up to 8-12 safes now, and especially with the safe inventory size being increased, there's pretty much no reason to bother with even building walls as there's very little to protect other than vehicles. With the most valuable vehicles being devalued, even this is less important.
    What if Safes, Tents, Lockboxes, and Sheds also took maintenance costs? It seems fair, since even tank traps require scrap metal to maintain, that something like a safe should require some kind of upkeep. Increasing the size of safes as taken away a lot of the need for sheds and tents, which means that there's less value in base building overall. I think I'd rather safes be back to what they were or smaller, given that items in safes are really the only things guaranteed to be safe for more a couple hours. Further, you can change the combo on a safe for free by emptying and replacing it, which ruins the only in-game way of raiding/destroying a safe. Anyway, those are our thoughts from over on the BMRF PVP Epoch servers.
  4. Like
    Gimmic got a reaction from Jossy in New particle effects are meh   
    So honestly, I'm not impressed with the recently added particle effects. 
     
    Being in an area where it spawns is annoying as I constantly have the effect nearby but not in the distance. 
     
    Running through the woods and seeing it is annoying. For some reason all I can think of are farts.
     
     
    Please make this a client side or server side option. I'd rather just disable them entirely. 
  5. Like
    Gimmic got a reaction from Revoplay in New particle effects are meh   
    So honestly, I'm not impressed with the recently added particle effects. 
     
    Being in an area where it spawns is annoying as I constantly have the effect nearby but not in the distance. 
     
    Running through the woods and seeing it is annoying. For some reason all I can think of are farts.
     
     
    Please make this a client side or server side option. I'd rather just disable them entirely. 
  6. Like
    Gimmic reacted to xoleum in Purge Abandoned Vehicles   
    In my server I don't purge the vehicles, but unlock them instead, so players can use or sell the abandoned vehicles.
     
    This only works for epoch 1.0.2.4 and higher, as lower versions don't keep info on a vehicle's last use.
     
    What I did was make a database event trigger every day, looking for vehicles that are locked and not used or created in the last 7 days, and simply remove the lock.
     
    Here is the SQL query I used to add the event:
    CREATE EVENT unlockAbandonedVehicles ON SCHEDULE EVERY 1 DAY DO UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 7 DAY) AND `CharacterID` > 0 AND `Classname` NOT IN ('VaultStorage','LockboxStorage','VaultStorageLocked','LockboxStorageLocked','WoodShack_DZ','StorageShed_DZ','TentStorageDomed','TentStorageDomed2','TentStorage')  AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL ; For vehicles in the object_data table, CharacterID holds the lock info, 0 means there's no lock. I also added a check for the inventory to make sure the query doesn't affect ownership of modular buildings and a classname check as not to affect the codes on safes and lockboxes. I'm not sure if there's a need to check the creation time, but I added it in anyway in case last_updated comes up at a lower value than the creation time when the vehicle gets spawned.
  7. Like
    Gimmic reacted to Armifer in Ore veins   
    Also, mining with .50 cal or m240 to take out a ore vien is kinda, well dumb. Would it not be better to make it work the same way it would be for chopping wood? Equip pick axe or sledge hammer or something, and select "Mine Rocks" option. after the action is complete, the ore vein crumbles into a wreck which you then remove to get the parts. This way makes sense, and would either require an increase in sledge hammer parts spawn chance, or the pick axe parts if added. If the regular ore vein dropped 6-8 rocks, 6-8 iron ore, chance for 1-2 gold and silver, I would totally go hunting for them. Just make the "Piles of Rocks" 25% as heavy as the cinder blocks if it takes 4 piles to make 1 set of cinder blocks. You will see players searching the land scape with trucks to go mining, creating new things to do and more player interactions.
     
    The after crafting result of 1-2 cinder blocks, 1-2 scrap and some currency per vein is worth it in my eyes. Safer than going to camps or loot cycling if you are in the woods and on high ground looking for resources. And these spawn frequently where some bases are built, they have a steady supply resources, making choose where your base should be built even more important than before.
  8. Like
    Gimmic reacted to wokkelwakker in Plot poles and UID   
    I'm very curious why the epoch development team decided to log the CharacterID in the object_data table instead of logging the PlayerUID or GUID.
     
    In the last case, plot poles (or every built element) would stay linked to the player who placed them, even after death. That would also unlock the option for players to remove something they've build.
     
    Edit:
    It's possible with the current database layout as well, but a little more hassle. Something like this:
     
    Scenario: Player has build plot pole near base, dies, goes back to base to build near plot pole again.
     
    - Compare characterID from object_data table with characterID from character_data table
    - If it's the same, it let's you build.
    - If it's not the same:
     
    1. check the OLD characterID linked to the plot pole within the object_data table.
    2. find characterID within character_data table using the OLD characterID which has been found in the object_data table.
    3. compare the playerUID which is linked to the OLD characterID with the playerUID from the NEW characterID.
    4. Same playerUID? Let's you build. Not the same playerUID? too bad.
  9. Like
    Gimmic reacted to Armifer in Ore veins   
    Just shoot the ore vien.... and in 10 seconds it goes POOF into the pile you can remove. Never used a sledge hammer on it once.
     
     
     
     
    IMO, I think it is just fine. What could be done to make it very worth while though would be adding rocks which can be processed into cinder blocks. 4 rocks 1 block just like 4 ore for scrap. Add a random amount to the ore viens.
     
    Also they are easy to find in hills and forest, some players have one that spawns almost every restart near their base and can farm it always as a nice resource.
     
    Lastly, why not make a low chance to spawn some randomly at quarries and rocky areas with specific spawn points. Mainly the iron ones (with rocks pieces if added) to make them a worth a trip to harvest materials for building, and drive player encounters over natural resources rather than always at loot sources.
  10. Like
    Gimmic reacted to bigAPE in Not possible to remove ammo from vehicles   
    I agree. Should be about infantry combat not which uber group can amass the most heavy weaponry vehicles and rule a server with their stock piles of vehicle ammo.
    On our server we seem to have vehicle ammo spawning in the barracks!
  11. Like
    Gimmic reacted to ekroemer in Plot poles and UID   
    As I said on other occasions: I'd like to see all buildables tied to the PlayerUID, too - and the lock combinations moved out of the OwnerID field.
  12. Like
    Gimmic reacted to Sli in [Suggestion] Etool for Hiding Bodies   
    As the title suggests. I realize that the hide body feature is half-intended to do some of the work of the server in cleaning up left bodies, but it makes no sense that a player could make a body completely disappear digging with just their bare hands. Requiring an entrenchment tool to hide the body - in the same way a hunting knife is needed to gut a corpse - would be a lot more realistic and perhaps stop those people that auto-hide bodies just out of spite. There is always the option to pick up the gun/ammo off the body and stash it in a nearby tree if people are worried about players coming back to get their gear. 
  13. Like
    Gimmic reacted to chipsandcheese in [Suggestion] No Chernarus Trader Cities   
    Hello.
     
    I've played Chernarus, Namalsk & Taviana for Epoch and I feel the easiest map in general to get yourself kitted up on and get around on, is Chernarus. If you look at the other maps, like Taviana, there is more work to be put in when thinking about what to do next. Go to the weapons trader way up there, the medical dealer way over there. It takes up more time. On Chernarus, I've come to really dislike the three trader cities. They allow you to do a lot of things at once, plus allow server owners or players to demand the safezones more. It's a great map, but I see more potential in Epoch to make the experience more challenging.
     
    Would it be possible for a version of the Chernarus traders that are scattered all over the map, therefore re-populating some areas that folk rarely visit or at least stop at? Would add more fear around the map knowing someone else may be at Pustoshka for a certain trader, or Skalka for another for example.
     
    Here's a quick example
        Looking back actually, there's probably not the need for as many traders as there is on there, but you get the point. Pobeda Dam could be utilized fairly well too.   Thanks.
  14. Like
    Gimmic reacted to idblackdragoon in Plywood and lumberpacks   
    --Lumber Pack--
     
                class Crafting5
                {
                    text = "Craft Lumber Pack";
                    Script = ";['Crafting5','CfgMafazines', _id] spawn player_craftItem;";
                    neednearby[] = {"workshop"};
                    requiretools[] = {"ItemToolbox"};
                    output[] = {{"PartPlankPack",1}};
                    input[] = {{"PartWoodLumber",3}};
                };
     
    --PlayWood Pack--
     
                class Crafting4
                {
                    text = "Craft Plywood Pack";
                    Script = ";['Crafting4','CfgMafazines', _id] spawn player_craftItem;";
                    neednearby[] = {"workshop"};
                    requiretools[] = {"ItemToolbox"};
                    output[] = {{"PartPlywoodPack",1}};
                    input[] = {{"PartWoodPlywood",3}};
                };
     
     
    Thumbs up!
  15. Like
    Gimmic reacted to outseeker in Please fix Maintain mechanic ASAP? <3   
    Surely it would be almost no work to display the stored timestamp of a modular building object when you look at it? ie. change the existing prompt to read Maintain Small Wall (xx:xx:xx remaining)?
     
    Please, Epoch is all about the base building if I'm not mistaken- it's ultra important that we are able to keep our base from disappearing on us!
  16. Like
    Gimmic got a reaction from blindfisk in [Suggestion] Opt-in visible name   
    So the server I regular has an ongoing discussion about KOS problems and how they might be helped.
     
    Pretty much everyone agrees, Kill-On-Sight is way too prevalent but there's just not enough reasons to not do it.
     
    The problem:
    1) You have too much to lose by trying to identify someone you have the drop on.
    2) Everyone is effectively anonymous unless they identify themselves or are dead.
     
    I had been thinking about these two facts affect gameplay, and how other mechanics could affect this so that KOS was less common. Several times I've killed someone only to learn who they were via the death message and then apologized for my actions. The typical response is 'this is DayZ', it's just a harsh accepted truth.
     
    At the same time, we already have 'friendly tagging'. It isn't persistent through logouts, and requires an initial contact of trust. It causes a magic green floating dot on the other player so you know they are friendly. We mostly play on the same servers and given time, you start to identify regular players. Without some sort of forced dialogue, there's not often a way to randomly run into a player and have a net positive outcome. Usually, someone ends up dead. 
     
    Why not take this a step farther and allow players to opt-in to displaying their own name if someone is aiming at them?
      The idea is that even though I may have never run into player 'Robot' in-game, from interactions with him in side chat or in forums would allow me to give him the benefit of the doubt. If I had the drop on him and saw that it was him(because he opted into showing his name) then I might say "hello" first or ask if he'd like to be friendly. The risk is still there, as now I've given up both the fact that I have the drop on him AND who I am, but he might reciprocate and we just had a 'good' random interaction in Epoch. He might also turn and shoot me in the face, which is 'DayZ'. The side effect there is I would know it was him and his 'reputation' could be marred. The real world current example is I see him running around with gear, I shoot him and kill him, apologize and if I'm feeling nice, help him get his gear back.   Some scenarios as to why nametags being a choice of the player is preferable: The above interaction, being a net positive. I have the drop on someone, see it is a regular and potentially friendly, ask them and we don't shoot at eachother. I see a player who has name tags turned off, I'm likely to just shoot them as I would today in our current system. I take their gear, or miss and they kill me. I decide to do some banditry. I turn my name tag off. That way, if I get in a firefight with someone, they don't know who I am. If I win- they never know who I was(unless they check the kill board). Someone gets the drop on me, sees my nametag, and shoots me anyway. They either don't care, don't like me, or feel the need. Their gameplay has not been affected. I keep my nametag on, and hope that players see me and decide not to shoot me in the back. I am banking on my reputation on the server as a deterrent to random victimization.    The last part is most important. It's an option that adds more depth to Epoch and helps foster a community on a single server or hive. It doesn't cost anything or force anyone to change their gameplay habits. It is entirely optional, and in my opinion could only improve the quality of play at the small expense of losing a little realism. This realism imo is already lost with red/green dots on player characters. I feel like this could be implemented as an additional field in the character data table. It could be read in on each login and death.   Update: I've been digging into this quite a bit recently and started to poke at the idea of how this could functionally work. Others have graciously linked related name tag scripts which look fairly simple to implement. I've been researching how we can provide both an item interaction and possibly a visual reference for if the 'mask' is on.   My current idea is to utilize balaclava code or create a custom glasses model that is a mask. This way, I don't need to make a clone model for each custom outfit that is wearing a mask. If I can apply it to the player's model head then it just goes on 'over' the player model, just like a real mask. Both Night Vision Goggles and Balaclava/glasses work to accomplish this, but in slightly different ways.    The two hurdles I'm working on right now are: how to dynamically apply the player model change  how to handle the interaction menu to enable/disable the mask. 
  17. Like
    Gimmic reacted to idblackdragoon in [Suggestion] Breaking Down Rotor Assembly   
    Since you have it so you can break down an engine in to 2 scrap metal, it would make logical sense to have rotor assembly break down.
     
        class PartVRotor: CA_Magazine
        {
            scope = 2;
            count = 1;
            type = 256;
            displayName = "$STR_EQUIP_NAME_32";
            model = "\dayz_equip\models\vrotor.p3d";
            picture = "\dayz_equip\textures\equip_vrotor_ca.paa";
            descriptionShort = "$STR_EQUIP_DESC_32";
            class ItemActions {
                class Crafting
                {
                    text = "Salvage Scrap";
                    script = ";['Crafting','CfgMagazines', _id] spawn player_craftItem;";
                    neednearby[] = {"workshop"};
                    requiretools[] = {"ItemToolbox","ItemCrowbar"};
                    output[] = {{"PartGeneric",2}};
                    input[] = {{"PartVRotor",1}};
                };
            };
        };
  18. Like
    Gimmic reacted to Eegore in Safe Cracking   
    Or we can drop the safe cracking idea since the Dev team has said multiple times that safes are going to be unbreakable.
  19. Like
    Gimmic reacted to Snowmobil in Semi perma base building   
    I had the same idea: http://dayzepoch.com/forum/index.php?/topic/1410-respawn-destroyed-base-parts-on-server-restart/ :D
     
    Another thing would be, that they only respawn if they are near a plotpole. (and make plotpoles indestructible) And you can only build plotpoles xxx meters away from cities/roads etc.
    That way people could still build temporary bases/road blocks (maybe remove everything not near a plotpole at server restart).
     
    The only problem is that people would sometimes rebuild the destroyed parts, because they don't want to wait a few hours for the next restart, which would lead to a lot of unnecessary objects over time.
    One solution would be to replace the parts with the ghost preview models once they are destroyed, and add an option to rebuild destroyed parts.
  20. Like
    Gimmic got a reaction from Snowmobil in [Suggestion] Traders: Show how much in stock   
    Excellent point. I'm pretty sure I have thought of this every time I tried to buy something out of stock and failed, but never remembered to post it on the forum.
     
    An alternative option if showing stock levels is difficult would be to do the stock check PRIOR to doing the purchase/medic animation. 
     
    (I also edited the post topic to include [suggestion], hope that is ok)
  21. Like
    Gimmic reacted to ___MeRliN___ in Signature Check Timeout   
    Thanks, we fixed it, was really their MTU setting :)
  22. Like
    Gimmic reacted to Axle in Build Anywhere!   
    http://www.youtube.com/watch?v=JiUh3I8PScc
     

  23. Like
    Gimmic reacted to Axle in No public release of DayZ Aftermath server files   
    Lets not start calling people out. Stay on topic.
     
    I don't see a problem with them holding onto files because it means they can keep a streamlined vision of the game and wont be running into servers that have been modded so much you wouldn't even want to call it Aftermath. 
     
     
    And about the donations thing, even I donate to Epoch. It doesn't matter if you do or don't. What matters is that you support the mod in the best way you can.
  24. Like
    Gimmic reacted to Cal-Dirty Weasel in vehicle keys   
    As a service to our regular players we have offered to consolidate their keys in the database. They identify all their owned vehicles, we isolate the Vehicle ID of one of their keys, then change all of their owned vehicles to that one Vehicle ID. Done and done, one key to open all of their vehicles! I tell them to make multiple copies of that key and put them in their safe, as I won't replace lost keys anymore. If they do buy a new vehicle, they shoot me an email and I switch that vehicle as well.
    It has actually reduced the amount of work my admins do since implementing this system.
     
    Note: You do need a restart of the server for it to take effect.
  25. Like
    Gimmic reacted to Kind-Sir in [Release] [CPC] Name Tags   
    This is awesome! I was meaning to do something similar to this.

    Doing some sniffing on this topic, I came upon a thread on the BIS studio forum:
    http://forums.bistudio.com/showthread.php?140223-Nametag-script

    Doing slight modifications, I was able to render in text that would display a name tag, distance, and whatever other properties you would like (configurable)
    I am currently writing this for people who are marked as friendlies on Epoch, so within 20m of the player, they will be able to see the name tag, health condition (good, well, bad), and make some features for whatever server admins feel like adding in.

    Here's an image:



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