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Mercules

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Posts posted by Mercules

  1. It's your processor. You have a triple core processor with 2 logical cores which is something AMD does. It then claims it is a 6 core processor when it actually has less power than a quad-core. I don't even have a really high end quad-core but mine is still much better than yours. The duo-core in my wife's computer matches it for benchmark tests. 

  2. You can walk on it, done it plenty of times when it's up myself so i assume you can drive on it and the double door sounds great

     

    You are a brave person, I have broken legs so many times walking on the wrong objects in ARMA I no long step on rocks even. I still very much doubt you can drive on it as driving into a barn or across some bridges will sometimes blow tires. I've built water bases and had to remove and replace metal floors that were just not quite perfectly matched up to prevent damage to vehicles.

  3. Not all servers are like this. I have had a similar experience where the admins/owner just kept upping the difficulty as the AI were not a challenge for them.... which was mostly true because they were flying around Apache choppers, driving tanks, using thermal scoped M107s and spawning in ammo for them. When they would die they would spawn in whatever kit they needed... this is how I found out about the thermal scope as I checked one of the bodies. 

    None of the regular players had access to any of these things. There were a couple non-standard choppers and one armored troop transport we could get with enough gold, but that was about it. So the AI would pop up, kill you, and you would spend hours trying to get back to your body or base while running from constantly spawning AI patrols and vehicles. 

    The server emptied out. There was just no way to even expand on a base much less get one started as you would put one wall up and then you would have to fight AI who would call in reinforcements. 

    Look for a different server and get to know the people on it, that will help a lot.

  4. But its making them want to leave the server as they cannot travel more than 200 meters without being shot in the head, they constantly kill people constantly.

    I would look into how they are doing that. I hopped onto a server the other day to check it out. I was looting a fire station, and typically I don't stand still when up in the tower. I didn't here either and it proved to be a good practice as there was a crack and bullet hit on the wall near me and then very faintly the report of the shot. I am fairly certain it was an M107. I grabbed the RPK as it was better than the shotgun I was using and at each level I needed to dodge shots. 

    The guy never got me as he was up on a mountain. He was basically camping the hero trader on Tavianna as near as I can tell as there wasn't much else to bring him there. 

    The most interesting part was after I started talking about it in side he asked me if I wanted to buy some scripts and informed me he was using the ESP script which is how he knew I was around. I basically left the server, I'm not interested in playing where people are blatantly allowed to use scripts to ruin the game experience and I am glad it happened early on before I had gotten invested in the server. I think his partner might have been shooting at me in the previous town despite my being rather stealthy moving in and out. That or he had a teleport script as well and was following me around the map. 

    So I would maybe spectate those two and see if you can't find them doing something odd and then you have every reason you need to fairly ban them. 

  5. So apparently people don't understand that games take more than a "year or two" to develop? Blizzard started work on Diablo III in 2001. At that point it was mostly concepts and such and Dean had the concept basically fleshed out for DayZ so we can skip that part. In 2008 actual work began and by 2011 they had something worthy of being called a beta that they offered up for closed external testing... 3 years. The game didn't release until a year later and the expansion Reaper of Souls took 2 years to make. 

    DayZ SA, however was not porting the Mod to a different engine complete with all it's flaws but starting with a slightly different engine, ripping out the stuff that created some of those inherent flaws, and working up from there. Lets not add on the year where Rocket was considering just packaging the mod with a built in ARMA II as "development time" either. DayZ SA  has been in development for a little over a year and a half and is still in the Alpha stages of that. 

    I admit that if they never move beyond the point where you gear up and run around shooting people out of boredom then the game has no future, but it is fun and enjoyable at this point. I come to Epoch for the systems beyond where SA and the vanilla mod stopped but I have to admit the SA inventory system is fairly solid as are many other features that make the game feel a bit more gritty than anything using the mod currently does. Needing a variety of diet to keep healthy keeps me moving about collecting fresh food instead of just stockpiling a mountain of canned beans and soda. While a few houses don't spawn loot I go into all the others because there is always that chance the scope or ammo you are looking for is there. In the mods there are entire villages I just move past without going near. 

    Epoch is the best of the mods, but in time DayZ SA will likely be a worthy game. I do look forward to the Epoch ARMA III mod though, it looks promising. 

  6. This.

    As I've argued many times before, tying UID to the plot pole is not enough, any built object should carry the UID.

     

    Reasons from an admin point of view:

    • griefers who make a living from sniping people that are building - it's a pain in the behind when you have to hunt after a dozen PlayerIDs because a (un)happy builder has been killed that often
    • ease of finding out who certain structures belong to, regardless of name changes or deaths, even days later, after the periodic DB maintenance

    Of course, to be thorough, one would have to move the code of doors/safes out of the ID field (into the fuel field would work). No more anonymous doors and - finally - a way to identify the owners of scattered safes ot those that contain illegal items.

     

    That is actually a really good argument for altering how they track objects. I know I gave up building bases on servers with AI that spawn in near players because in building the base you will almost always get an AI spawn from being in one area for a long time. You are typically overburdened and so can't maneuver and might even be doing something like trying to get wood and so running around with an axe in hand instead of a gun. 

  7. Here is your solution.... enclose the space. 

    For example, I built a base out of a castle tower. If you simply put a locked door, even cinder, across the door of the tower zombies will freely wander in. If you build connected walls all the way around the inside of the tower, even if they are in the walls, then the zombies will not wander through because that space "has no entrance". 

    I have a wooden walkway up to my tower so down below I built walls around the stairs with doorways in a way that I could park next to the stairs. To keep zombies out I had to place walls slightly into the tower walls and broken castle walls and make sure everything connected and made an enclosed space and now they won't even cross through my open garage door. 

  8. Removing and replacing your plot pole is a simple thing. I've broken fewer than 7 crowbars/toolboxes in the latest version of Epoch and replaced my plot pole at least 15 times if not 20+ so.......


    It is almost so simple they might as well just use UID but I understand why they don't. If you don't like it, re-code it yourself that is how the creators want it. 

  9. If 1st person is so much better, then why are 1st person servers so underpopulated compared to 3rd person servers?

     

     

    People will tend to flock to whatever is "easiest". Many, many, many Epoch servers run AI and all of them have zombies. These stand between you and gear and don't get to use 3rd person perspective and so become easier to avoid and deal with when you can. Flying a helicopter or driving a vehicle is more difficult in 1st person as well and we all know no one actually uses those in Epoch so it wouldn't matter.... right? Right?

  10. Well, mine no longer exists so that is one scratched off the list. 

    It is hard to tell when a server is set up that way unless something runs out and the owner/admins don't replenish it right away. Most servers now have things like AI missions where the AI end up dropping NVGs and so people can stock up on 5 of them and even sell them so no one runs out of anything except sometimes food or something odd like that which people don't typically find it useful to sell. 

    I don't hop around much anymore and the server I currently play on doesn't seem to run out of items. I am pretty sure he started it out with every trader having a good amount of items but I've never tried to buy them out and then see if it replenishes. 


    Sadly you best bet to get exactly the server you want is to run one yourself and advertise it's difficulty with specifics then see if anyone else enjoys that server. 

  11. The simplest step towards creating a more accurate virtual market would be to give the traders virtual inventories based upon what was being sold to them. In other words, traders would only have items for sale that players had already sold to them.

    This is somewhat already the case except players complain and the owners/mods of the server then add stock to stop the complaining. I have played on servers where the Traders have to have something traded into them once they run out of stock. For the most part common things had about 10 when the server was first set up and other things about 2, rare items like Armored SUVs there were like 1 of until someone found a spawned one and sold it. It was frustrating at times to get the money to buy something and then have to keep checking back for stock on it, but it was more challenging.... 

    But players don't like challenging. 

  12. No, I am stating the gun has a drawback, the limited ammo stacks, and is common. While a less common gun which is nearly the same doesn't share that drawback. You would like to have that drawback changed when it would be so much easier to just use the gun which is nearly the same but doesn't have the drawback. 

    The gun is balanced. Part of that balance is that it's ammo doesn't stack even though you can find it all over the place. End of story.

  13. Not hating, just pointing out that the CZ 550 is not a fantastic gun. This would be like taking a shotgun and complaining the spread was too far apart for sniping with....

    Solution to CZ having crappy drawbacks the SVD doesn't have... Don't Use It. Not every gun has to be a shining example of knighthood, so to speak. The game isn't balanced around that. The game is balanced around using what you get and the CZ is easier to find than the SVD and so has more drawbacks than the SVD. 

  14. Nearly indestructible vehicles are a very bad thing. If you don't believe me there is an admin on a server I am now banned from who probably has a teeth gritting story about how some jerk drove a LAV through several brick walls and 2 helicopters including the admin's and the explosion killed the admin in the process. Said jerk survived as the LAV only lost it's wheels and gave him plenty of time to eject before it started on fire and blew up taking out a second admin who had teleported to the first admin's body. That jerk might be a bit apologetic to said Admins if they ever met again but did prove his point about how non-PVP is unenforceable until after the fact.

  15. I think those things in the Init are slowly being moved to a "config" file. There are a bunch of regularly changed items they are looking at moving to one place so you don't have to dig at a later time but that means they are not where they were last version. 

    As for the cleaning up thing. I was on a server that has that script. I was annoyed I had an issue and couldn't log in for 10 days. I knew I would have to replace a few base items and had spare building supplies tucked into safes or vehicles so when I had that issue I figured that I could at least log in and fix everything. My 4 safes vanished as did my storage shed. I didn't even have a main gun because I had been using the chainsaw the last time I logged out. All my vehicles had become unlocked. Luckily I could sell my helicopter to buy a ground vehicle with a lock since they hadn't been able to reach that. My plot pole is gone and I have to unload my safe into tents and crap, then pick it up and put it back down to make sure I don't lose the money and building supplies I am trying to build back up to rebuild my base. Basically... I have decided I don't want to play on that server anymore because things are not permanent enough to bother. I was left with a decision... plot pole, or safe? Plot pole wouldn't have let me secure anything since I lost my only padlock but safe can't be maintained without emptying it and replacing it.

    I would say, "Be careful what you wish for." because it is going to lose players for some servers.

  16. Thank you for the insight, the server i'am currently on, the admin staff is very reliable, and focused towards abusers, so if i in any way get a way to make this work, then they'll be paying attention.

    - But to be honest i don't know how to make a system like this, is this the right place to post something like this with the hopes that some may create it, or am i truly wrong in being here?

     

    I think my point is that if they are that involved then an automated system isn't needed and is they are not then the automated system is too easily abused. See what I mean? Why automate something that would have to be heavily supervised?

  17. i have been putting the correct code my teammates use the same codes to enter the doors and they work fine on them

     

    So you believe that something in the lock or your character data makes it not work for you? Because that is FAR, far, far, far, less likely than you not doing it correctly. 

    Here is how the code works. The SQL stores the lock info as a number. You manipulate the first, second, and third barrel to numbers and click the open and if the numbers you chose from top to bottom match up with the number left to right Epoch goes through the unlock process. What part of that will work for one player but not the next? 

    I do tech support for a living and understand how easy it is for people to assume they have done a process correctly and blame code. It is typically the OTHER way around, the code is fine, the process the end user does is not. 

  18. That is exactly why i cannot figure it out alone :)! 

    - If more people tag in and help with it, it may become "almost perfect" Eventually, where it cannot be abused :)!

     

    Well... that's not true. Any system that creates something of value from nothing will be abused without monitoring from reliable admins. Back in the late 80's and early 90's I used to be on MUSHes, MUX, and MUDs and even worked as staff for many of them. I learned long ago that automated systems for complex things like this are far too easily abused. Your best bet is to have an admin responsible for the tracking and paying out of contracts with some means outside the game for players to contact them. Then if they notice one player tends to camp NWAF or Elektro/Cherno killing newspawns they can set up a bounty on that player and pay it out of "admin" funds. 

    Building a community is always better than automating some things.

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