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KPABATOK

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  1. Like
    KPABATOK reacted to He-Man in Epoch 1.2 Release Changelog   
    After some weeks without sun and without healthy food, we come to the next state... EPOCH-Mod 1.2!
    We have spent a lot of time to fix / add and change a lot for you in this release.
    Hopefully we have not added more bugs than new features, so you get to experience our work without issues.
    For the full changelog, visit: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client-Files:
    - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/421839251
    - several hosters (check the downloads section on https://epochmod.com/)

    Server-Files:
    - Github: https://github.com/EpochModTeam/Epoch/archive/release.zip
     
    Added
    Radiation Suits to Loot, Pricing and Itemsort @He-Man Reworked Trader Menu @He-Man Secondary Weapon can now be sold directly from hand Attachments from sold weapons from hand will be put back into your Inventory Weapons in hand are now marked in menu as "in Hand" Solar Charger for EnergyPacks - Put an EnergyPack into the Charger and wait... @Helion4, @He-Man 4 Hoverboard Vehicles: @Helion4 "hoverboard_epoch_1" "hoverboard_epoch_bttf" "hoverboard_epoch_a3" "hoverboard_epoch_cargo" Mountainbike "MBK_01_EPOCH" @Helion4 Helicopter UH1H "uh1h_Epoch" @Helion4 BaseCam + BaseCam Terminal @Helion4, @He-Man Build Cams at your Base and watch them through the Terminal Wooden Stairs with lockable Bars on the top (upgradeable from Wooden Stairs) @Helion4 Wood and Metal Garage Doors as upgradeable Baseparts @Helion4, @He-Man 1/3 Plywood wall directly craftable @Helion4, @He-Man You can now wash yourself with a soap in your inventory at water sources (reduce Soiled) @Helion4, @He-Man 2 new masks (Thor Helmet "thor_mask_epoch" and Iron Man Mask "iron_mask_epoch") @Helion4 Fixed
    Mine Rocks / Chop Wood was only possible with Swords after 1.1.0 update. @He-Man Alive Toxic Sapper was not toxic @He-Man Binocular with "B" was not working, if you are using R3F or AdvSlingLoad @He-Man Models for Radiation Suits @Helion4 Hopefully less login issues on BaseSpawn @He-Man Kick by using Jet ejector seats @He-Man Wrong calculated Bullets in Traders @He-Man Locked Vehicles were unlocked after upgrade @He-Man Everybody was able to open Hatch on Windows / Doors on foreign Bases @He-Man Ban for "RscMenuTeam" commandmenu @He-Man Adjusted some SnapPoints for Basebuilding to be more accurate @He-Man Advanced Vehicle Repair was broken after last Arma Update (Tank DLC) @He-Man Added missing ItemWaterPurificationTablets to pricing @G-Dog MultiGun was not working on very large Vehicles (VTOL) @He-Man GoldenSeal will no longer disappear when fully grown in a Garden @He-Man Items in Subcontainers (Items in BackPacks in Containers) were not saved @He-Man Drunk effects were not working correctly @He-Man Model / Graphics fix for Cinder Floors @Helion4 Snapped Walls on Stairs sometimes were not fixed correctly @Helion4 Quadbike handling was a bit too slippery @Helion4 Changed
    Reworked Vehicle Load / Save commands for more precise Vehicle Spawn @He-Man Made Temp-Vehicles tradable (will not be stored in Trader after selling them) @He-Man Wood / Cinder Walls can now snap to each other @He-Man Energy from windsources / solarsources is now calculated by wind / overcast @He-Man Ammo of crafted Mags are calculated by the left ammo of used Mags (example: EnergyPacks) @He-Man Consumed EnergyPacks give only energy calculated by left ammo in the Pack @He-Man Vehicle pricing adjustments "import tariffs" @vbawol Some now Icons for Dynamenu @Forelle Vierkant
  2. Like
    KPABATOK got a reaction from Helion4 in Make player name colours fixed, now they are barely visible   
    When you hover with a mouse on a player and its the name is barely visible if at all, since the colours change (fade) if a player is damaged. So the more player is damaged the harder it is to see his name when getting closer and hovered with a mouse. I think it should be addressed to Epoch developers though since this problem was since the beginning. I think the colour should stay fixed and as bright enough to be able to distinguish the player's name. The damage could be indicated by the circle surrounding player's name, there is no need to change the colours. Because in Arma 3 daylight it becomes invisible.
     

  3. Like
    KPABATOK got a reaction from He-Man in Make player name colours fixed, now they are barely visible   
    When you hover with a mouse on a player and its the name is barely visible if at all, since the colours change (fade) if a player is damaged. So the more player is damaged the harder it is to see his name when getting closer and hovered with a mouse. I think it should be addressed to Epoch developers though since this problem was since the beginning. I think the colour should stay fixed and as bright enough to be able to distinguish the player's name. The damage could be indicated by the circle surrounding player's name, there is no need to change the colours. Because in Arma 3 daylight it becomes invisible.
     

  4. Haha
    KPABATOK reacted to vbawol in Epoch 1.1 Release Changelog   
    Arma 3 Epoch 1.1 has been released!
    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/1.1.0.1195.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/969/files
    Client Files
    https://github.com/EpochModTeam/EpochCore/releases/download/1.1.0.1194/Epoch_Client_1.1.0.0.zip
    Changelog:
    Added
    Plant Spawner: vehicle object for sunflower. @Helion4 MoneyDrop Event: Random Money lump with Mapmarker (like Plants) @he-man Examples for Vehicle upgrades for Server Admins into CfgVehicleUpgrades.hpp @he-man Make Lighter refillable at Fuel-Sources (Gasstations / Vehicles) @he-man Make Trader more configurable in epochconfig.hpp @he-man Added Examples for Batchfiles to control Server Restarts @DirtySanchez default pops for "center" marker @awol More map supports @awol Lighter is needed to imflame fires @DirtySanchez FireExtinguisher is needed to "put our fire" on Burn Barrel @DirtySanchez Rope is needed for SlingLoad (get back on release) @DirtySanchez R3F compatibility for SlingLoad @DirtySanchez Hints while using Vehicle Repair (MultiGun) @he-man Config to completely disable Simulation for BaseParts (if not needed) @he-man Made Radiation configureable by cfgepochclient.hpp @raymix Hints for lock / unlock Vehicles / Storages @he-man Nuisance multiplicator in cfgepochclient.hpp @he-man Reduce rads over time at cost of immunity @raymix Wearable Male & Female wearable full radiation suit @Helion4 December seasonal items (Santa hat / Snowman) @Helion4 Autorun function (suggested by Ghostrider) @he-man Default Key is "W" You can change the key in EPOCH ESC Menu If choosen key is same as "moveforward" (default), you have to 2x tap it, else you only have to 1x tap it If your legs are broken, you get a hint "can not autorun - legs are broken" If the terrain is too steep, you only walk in AutoRun Inside Water, you can not Autorun Helper 3D-Icon + Line on the part, where element is snapped on (while Base-Building) @he-man Config in cfgepochclient.hpp to block ATM's in Plotpole range @he-man Power Sword @helion Fixed
    False BE kicks since Arma 3 1.80 update. Nightlight now also follow players inside Vehicles @he-man Fixed fault disabled DynamicDebris @morgoth0 SERVER_VARS (BaseSpawn) was not saved on revive @morgoth0 Without Advanced Vehicle Repair, Vehicle upgrade was not available @he-man Base Storages could be deleted if near Loot containers were auto-deleted @he-man Some Tarp Loot was spawned under the Floor @he-man Reworked wall check by getting out of Vehicles @he-man Garden Plot had no physical ground @Helion4 Some Vehicles were missing in EPOCH Admin Spawn Menu @he-man Changed
    RCon Port is now set to 2307 by default since changes in A3 1.78 prevent use of 2306. @awol SnapPoints for Building objects (especially full / half / quarter Floors) @he-man Some performance tweaks Inventory will be opened automatically, if "you found something" @awol EPOCH Events reworked (Markers will change if players near / event looted) @DirtySanchez Traders will no longer refill sold magazines @he-man Magazines will automatic be repacked in Trader First the trader offers full magazines If no full magazine is available, the Trader offer the last not full magazine Not full magazines are colored: Yellow (nearly full) -> Red (nearly empty) You also get a Tooltip, how much bullets left in magazine The prices are calculated by the left bullets in the magazine Increased snap-distance for Foundations (much easier to find snap positions) @he-man Reworked and added EPOCH Vehicle Classes @he-man Each upgrade increase Speed, Torque, Fuel, Terrainbehaviour, Load and Armor Hatchback >= lvl2 will no longer stuck in forests Added M900 forced without Backseats -> "C_Heli_Light_01_civil_2seat_EPOCH" Added M900 forced with Backseats -> "C_Heli_Light_01_civil_4seat_EPOCH" The Random M900 will also stay available -> "C_Heli_Light_01_civil_EPOCH" Added very low EPOCH variants of VTOL and Xi'an (eventually we have to change them with the next update a bit) Added Door-Animations to some Vehicles by GetIn / GetOut
  5. Thanks
    KPABATOK reacted to He-Man in Few bugs, not worth separate threads.   
    We made some tests yesterday and have moved the Door / Gate functions (lock / unlock / open / close) to the Space Bar Menu.
    But all of us 3 Testers have the same opinion. Moving it to the Space menu is a bit confusing, because all other Doors of Map Buildings will stay in mouse wheel menu. So we should not change it.
    But I have talked to DirtySanchez today, because he is already changing something for the Door mechanism.
    He will also change, that opened and locked doors can be closed (currently it can stuck on opened and locked and you are not able to close it until restart)
    I think this was the main problem here (as we have already talked about in private chat).
    This change needs an update for the client files, so it will take some more time to be on the Servers.
  6. Like
    KPABATOK reacted to vbawol in Planting gardens   
    Build a garden and access the inventory then place the seeds into the garden plot and wait some time, it takes about 1 hour 20 minutes to fully grow. 
  7. Like
    KPABATOK got a reaction from Helion4 in How radioactivity works now in 1.0.0?   
    Wonderful! Can't thank enough the the job you all did here, guys.
  8. Like
    KPABATOK reacted to raymix in How radioactivity works now in 1.0.0?   
    Rads should be decreasing over time by design, just haven't got around to implement it yet.
    edit: implemented now
    We discussed having a proper buff/debuff system, not hard to do and it's required for nanite pills/cream, just need to find some time to do it, hopefully around xmas. Having a stressful job taking all my energy sucks, but it puts beer in my belly.
     
  9. Like
    KPABATOK reacted to robaroo in new villian?   
    Been thinking about this too...a server thats scary as fook..swarms of beast, dogs etc etc...

    http://steamcommunity.com/sharedfiles/filedetails/?id=245956254&searchtext=horror
    Would love to see one...
  10. Like
    KPABATOK got a reaction from DirtySanchez in new villian?   
    Too bad there is not a single populated server which has night enabled ;) Every such server is baby day mode 24/7. It needs villains that are harder to kill or maybe come in swarms. But focusing on night is bad idea since most people hate it for some reason. Pew pew in a night is challenging and kids these days forgot what games used to be in the 90s and early 00s. They used to be challenging, not holding your hand. But I am rambling here.
  11. Like
    KPABATOK got a reaction from Ghostrider-GRG in How radioactivity works now in 1.0.0?   
    I noticed that you instantly get this grainy screen when you are close to radioactive town. But also when approaching satellite crash and eating sardines gives you not only toxicity but radioactivity too.
     
    Is there some kind of a way to remove it or respawning is only choice? Eating plants that are marked on the map does not help.
  12. Sad
    KPABATOK reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  13. Thanks
    KPABATOK reacted to vbawol in Epoch 1.0 Release Changelog   
    I am proud to present to you Arma 3 Epoch Mod version 1.0. This update represents the cumulative volunteer effort over 4 years by me and more than a dozen people and this latest update would not possible without help from these great developers: @He-Man, @DirtySanchez, @Raymix, @orangesherbet , @pumba and @Helion4. An extra thanks go to our donors and GSP sponsors for your ongoing support.
    Full Changelogs:
    https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Release Notes:
    Added
    Favorites bar - Players can pin (almost) any item to the bar by dragging items from inventory to equip/un-equip (Weapons, attachments, headgear, etc.) or consume (eat, drink, build etc) using keyboard mapping without having gear open. Use ESC menu to change the mappings. Server admins, see client_init.sqf for config. Advanced Vehicle Repair System - Repairing your vehicle just got more realistic. Patch a leaky fuel tank with Duct Tape. If you blow a tire you now need to find a Spare. Engine too damaged? you'll need to grab an engine block to repair it.  Repair Items: Duct Tape - Used to repair fuel tanks. Fuel Tank - Replacement fuel tank. Spare Tire -  Repairs a blown out tire. Engine Parts - Repair parts for Engines. Engine Block - Replacement engine block. Glass - Fixes broken window glass. Rotors - Repairs helicopter rotors. Vehicles Armed Mosquito: helicopter variant that comes with 3 Grenades. Vehicle Upgrade System - Upgrade your ride by using one of the new vehicle upgrade documents found in the world. Vehicle Ammo Reloading from Inventory and Vehicle Ammo. Vector Base Building - Build in any direction or angle you want. (uses Arrow keys by default and with SHIFT / ALT you can control the steps). Base Building: Quarter and Half wood floors. Concrete floor. Cinder wall with a window. Cinder wall with a metal door and window shutter. Barbed Wire. Concrete and Metal Towers. A-frame and Domed Tents. Burn Barrel Wooden Light Pole Small (forest and desert) Camo Nets Large (forest and desert) Camo Nets Camp Fire Field Toilet Scaffolding Sink (water source), Single and Double Portable Lights Lifeguard Tower Sun Shade Fuel Pump Small Sandbag Bunker Short Sandbag Wall Long Sandbag Wall Bar Gate Water Pump Crafting Canvas Smelting Tools Female outfits 84 new outfits based on 20 top designs and 4 new pairs of jeans. Halloween masks Witch Skull Ghostface Plague Hockey Medical items: Adrenaline Shot Caffeine Pills Orlistat Pills Vitamins Antibiotic Atropine (Radiation Toxicity) Nanite Pills, Cream, and Shot (Radiation Toxicity) Iodide Pills (Radiation Toxicity) Food items: 100 Krypto Candy Bar RedKing Burger BluKing Burger Gyro Wrap Ice Cream Cereal Powdered Milk Box o Rice Farming System: Craftable farm garden plot, Just place seeds and watch it grow. Seeds for growing: Goldenseal, Hemp, Poppy, Pumpkin, Sunflower. Karma System: Will affect your ability to perform certain missions and purchase some items in the future. Karma changes for deaths, suicides, PvP, trader kills, revives, trading sales and purchases. Radiation System Out of bounds radiation Digital Geiger counter Satellite crash event Dynamic Debris Vehicle wrecks that can be broken down to scrap metal using the sledgehammer. Trash and other debris on the roadways that can be "Examined" for loot.  Epoch Events 3.0: Support for external pbo based events. see epoch_server_vip_event or epoch_server_debris_event for examples. VIP Event: Reveals the map location of a random player that possesses a specific item (default: ItemBriefcaseGold100oz) every X (default: 15) minutes. Epoch Dev Libs: See https://github.com/EpochModTeam/Epoch/tree/experimental/Tools/DevFrameWork for more info. Dynamic Simulation is now fully enabled. See "CfgDynamicSimulation" for configs. Misc Items: Seed-based dynamic "underground" bunker concept using VR map.    Barrel Bomb: large craft-able explosive that can be placed and detonated. Brown Briefcase: that contains 100oz Silver. Bio Hazard bag "Zombie Parts Bag". Custom map markers and icons. Option to drink with your hands from water sources found in the world with an added chance for toxicity. Md5 hash function, See usage example with EPOCH_fnc_server_hiveMD5 SQF function. Map support for Malden 2035. Map support for Chernarus Redux. Changed
    Crafting recipes can now have item requirements and Crafting metal bars now require Smelting Tools. Karma now persists death and was moved to community stats. Optimized player saving and loading. CBA extended event handler and zeus curator support for Epoch Vehicles. Base PlotPole ESP added to Epoch Admin Panel. Helper arrow to indicate the door-opening direction for Base Building.  Made ServicePoint more configurable. Base Building: Elements can be detached to walk around the Element before saving. Replaced 0/90/180/270° direction build mode with "Rotate 90°". Max building height now will be checked directly at building element placement. Separated Hunger and Thirst loss values. Hunger and Thirst loss rates are now affected by server time Multiplier. Gas Station Auto-Refuel is now disabled on all maps by default. Note that this update requires extension (epochserver.dll/so) updates server side. Fixed
    Player stats variables are now obfuscated, and hitpoints tracked via the server. Bad conversion: bool RPT spam caused by incorrect usage of configClasses. Snapping issues with base building. Sounds not working due to changes to 3dSay command in recent A3 updates. Spawning at base above Water was not working correctly. One step is higher on stairs, can't run up while crouched. L85 Elcan optic issues. Zombie falsely triggers Mission success. Base Building 90° and 270° Snap was broken. Sometimes snapped Base Building elements rotated back on save. BE kicks since 1.76.  
     
     
  14. Like
    KPABATOK got a reaction from Sneer in new villian?   
    I think one of the biggest issues with Night Time in Arma 3 is that on some servers (or maybe most) due to colour correction and other nonsense it becomes everything pitch black so you can not even see 1 meter in front of you. Arma 3 had pretty night times before some 1.6x or whatever update that changed everything. I guess Epoch was at 0.2.5.2 at a time or something.
    No true night is pitch black and should never be in Arma 3 (epoch) but even Bugemia made it worse. Previously night time enabled you to see shadowy figures even at 1 km away just that it was hard to use LR scopes. Current nights (haven't played for a while) are just usually too dark so maybe that's why players hate it. There can be a middle ground to satisfy people who hate nights and people who want nights. Just make nights less dark without necessity to use NVG all the time.
  15. Like
    KPABATOK got a reaction from Helion4 in new villian?   
    Too bad there is not a single populated server which has night enabled ;) Every such server is baby day mode 24/7. It needs villains that are harder to kill or maybe come in swarms. But focusing on night is bad idea since most people hate it for some reason. Pew pew in a night is challenging and kids these days forgot what games used to be in the 90s and early 00s. They used to be challenging, not holding your hand. But I am rambling here.
  16. Like
    KPABATOK got a reaction from Sp4rkY in Epoch Dead?   
    Sappers are great, and cultists are amazing, especially when they spawn at night time (which is disabled on every server). They add a lot to the survival feeling. Unfortunately they are all disabled on most servers and we are left with KOTH style pvp only, where you do not have to worry about anything else, just other players. Saying "people do not like this and that" is not a good argument. I think it is the server owners who do not like Epoch antagonists are the real problem, not players.
  17. Like
    KPABATOK reacted to TheVampire in Chopper spawns   
    I kinda miss the days of vanilla DayZ where getting a working chopper was a big deal.
    Then DayZ Epoch comes along and it's like "Yeah let me just go pull out a briefcase and buy another Chinook".....
  18. Like
    KPABATOK reacted to vbawol in Epoch 0.5 Release Changelog   
    Arma 3 Epoch 0.5 has been released!

    Client Files:
    https://github.com/EpochModTeam/EpochCore/releases/download/0.5.0.0/Epoch_Client_0.5.0.0.zip

    Server Files:
    https://github.com/EpochModTeam/Epoch/archive/0.5.0.0740.zip
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/719/files

    Changelog:
    [New] Epoch is leaving alpha and entering beta! All Epoch Asset project sources are now available via our GitHub +LFS and under APL-SA license here: https://github.com/EpochModTeam/EpochCore
    [Added] Added Service Point to Rearm, Repair and Refuel. Thanks to @Ignatz-HeMan
    [Added] 7 new Keesha camo skins by Craig Hauer aka ComatoseBadger.
    [Added] 64-bit database extension support for Windows (EpochServer_x64.dll) and Linux (epochserver_x64.so) servers. Linux support is pending testing.
    [Added] Custom event handler and OnEachFrame hooks added. https://github.com/EpochModTeam/Epoch/tree/experimental/Sources/epoch_code/customs Thanks to @Ignatz-HeMan
    [Added] Crafting recipe: Mortar (Uses: 12x Rock, 2x dirty water) (Requires: Fire and workbench within 3m). Thanks to @baaljayjay for the suggestion.
    [Added] Customizability of units spawned by UAV alert via CfgEpochClient > uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH)
    [Added] Toxic Smoke Grenades can now be found in the world.
    [Added] Respawn in base feature, each player must interact with Jammer and choose "Make Spawnpoint" to enable.
    [Added] Selling to traders with bank debt greater than -50000(default), pays the bank debt back to below the limit instead of the player. Thanks to @Ignatz-HeMan
    [Changed] Epoch Message function now supports custom colors. Thanks to @SPKcoding
    [Changed] Epoch Event: ChangeWeather has been updated to allow for better random control of weather and defaults to bad weather.
    [Changed] Optimized database SET and SETEX calls in both SQF and C++.
    [Changed] Optimized database GETRANGE call.
    [Changed] Optimized NPC Trading and fixed issue if trade failed. Thanks to @Ignatz-HeMan
    [Changed] Great White Sharks will now spawn if the player is deep enough in the ocean.
    [Changed] Objects or Players that have been given "Crypto" variable can be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action.
    [Changed] Air Drops are now triggered via Epoch Events server side every 45m at random, instead of randomly triggered client side.
    [Changed] To prevent issues with ownership only Group Leader can place a Jammer. jammerGLOnly = 0 in CfgEpochClient to disable. Thanks to @Ignatz-HeMan and @82ndab-Bravo17
    [Fixed] Crash bug when opening base building upgrade menu since Arma 3 1.68.
    [Fixed] Wrong variable name in EPOCH_clientRevive.sqf. Thanks to @Ignatz-HeMan
    [Fixed] Sometimes getting stuck only walking. Thanks to @Ignatz-HeMan
    [Fixed] Repack of Energy Pack is now possible.
    [Removed] EpochServer extension calls 100 and 101 as they are no longer needed.
    [Info] Re-add missing comments in some config files.
    [Info] Numerous other fixes and optimizations.
    [Info] Requires Arma 3 1.68 or higher.
     
     
  19. Like
    KPABATOK reacted to He-Man in Furniture in these places is bugged (pictures inside) Tanoa map   
    This Loot positions are our own positions (not vanilla) 
    I will Check and change it Today or Tomorrow! 
  20. Like
    KPABATOK got a reaction from natoed in Make Epoch great again! (Endgame motivation)   
    Yeah black market not shown on map would be one of the things that I would like other servers who have BM to implement. Otherwise it is just like playing in editor, choose whatever outfit and gun and go blasting non-stop at AI. Just boring.
     
     
     
     
     
     
     
     
     
  21. Like
    KPABATOK got a reaction from Pmba79 in Make Epoch great again! (Endgame motivation)   
    Ok, so I think Epoch suffers the most from lack of survivability aspect even though it claims in description about "harsh enviroment", base mod is as peaceful as Disney Movie. It was the same with DayZ SA but they made a little bit of progress in current builds. So while server admins will do what server admins do (disable everything and make it easy peasy KOTH EXILE style arena PVP. Why not just use Exile mod for that?), what could be done by developers to differentiate Epoch mod from other mods (and maybe make it more like Breaking Point slightly) is this:
     
    1.) Food scarcity, by default (sure it can be edited, but I will only talk about base mod), animals spawn just fine. Kill them, get meat, make fire, cook. Cosy.
    2.) Deadlier antagonists (sure some of it will come in far future updates)
    3.) Diseases, radiation zones, some danger that can not be seen (we have radiation stats already, possibly will come in far future).
    4.) Visual impairment due to the factors above (I loved blurry vision in early DayZ SA builds, it made it so much more realistic and fun trying to navigate when you don't see shit after losing blood)
    5.) Removal of safezones. They are pointless and break immersion. Japanese server KongariBacon did it the best. Admin left only brown traders. Trading was dangerous. It should be.
    6.) Scarcity of all weapons and ammo above 6.5mm, scarcity of ghillie and wet suits (since they are not craftable like in DayZ SA, it could only be done artificially by making them spawn less, same with armour vests, helmets).
    7.) Making gas stations almost empty, and some completely empty at random. Mad Max style.
    8.) Vehicle should cost not 1000-2750 crypto, but 10 times more. Same with guns. Just make everything 10 times more expensive. Viper's server, while having only stupid Black Market traders, on the other hand did it very well by making i.e. VTOL planes cost several hundreds of thousands of crypto as far as I remember. Maybe a bit too extreme, but he understood the idea at least. Other vehicles were expensive too.
    9.) To be continued.
     
     
     
     
     
     
     
     
     
     
     
     
  22. Like
    KPABATOK got a reaction from baal_jayjay in Make Epoch great again! (Endgame motivation)   
    How about nukes, destroying bases randomly every 7 days? Seriously, there should be more global events in Epoch. Earthquakes seem to be boring, since the loot they give are crap. But always catch me by surprise and I jump in seat :D
    I have more ideas, just today all are out of my head. Will edit post.
  23. Like
    KPABATOK got a reaction from RC_Robio in Epoch Dead?   
    Sappers are great, and cultists are amazing, especially when they spawn at night time (which is disabled on every server). They add a lot to the survival feeling. Unfortunately they are all disabled on most servers and we are left with KOTH style pvp only, where you do not have to worry about anything else, just other players. Saying "people do not like this and that" is not a good argument. I think it is the server owners who do not like Epoch antagonists are the real problem, not players.
  24. Like
    KPABATOK got a reaction from natoed in Epoch Dead?   
    Sappers are great, and cultists are amazing, especially when they spawn at night time (which is disabled on every server). They add a lot to the survival feeling. Unfortunately they are all disabled on most servers and we are left with KOTH style pvp only, where you do not have to worry about anything else, just other players. Saying "people do not like this and that" is not a good argument. I think it is the server owners who do not like Epoch antagonists are the real problem, not players.
  25. Like
    KPABATOK got a reaction from natoed in Epoch Dead?   
    Like always, been only 2-3 servers that get populated and most of the others are empty or have 2-3 people playing at random times. Such is the demand, I suppose. Without quick updates and improvements, mods always gonna receive at least some decline in players playing it. There hasn't been essential update for a long time in Epoch, and I mean here snap building which was introduced in 1800s and new GUI. :D
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