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Diz

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Posts posted by Diz

  1. Thanks Diz,

     

    Thanks for contributing.  Next time you post in my thread please post something of substance.  Spouting off default maintenance schedules helps again how?

     

    Your deep insight into the effects of a "pretty high" (exactly how high is pretty high btw?) world build limit on a populated server and it's game play are invaluable to this discussion.  Thank you for explaining that so thoroughly.

     

    Apparently I stand corrected.  Diz says it's all ok.

     

    Thanks again Diz.  :lol:

    My pleasure. Next time you make another proposition to completely change the function of the mod I'll be here again to infuse a dose of reality and perspective. This is the "Feedback" forum, not the "Change the mod immediately to my liking and ignore any dissenting opinions" forum after all.

     

    p.s. We tested 1000 items @15 players(our usual max) with no performance drop so we left it so people can build to their heart's content. Of course YMMV and testing should always be done before changing your own server settings, let alone making demands to change the mod's defaults don't you think? ;)

  2. Just throwing stuff out there.  Wasn't implying you were a moron.

     

    I've never heard of anybody else having this issue, so I'm going to say it's unique to you.  I had issues with right ctrl + m not opening my GPS and it ended up being my AMD Gaming Evolved app having that binding causing issues for Epoch.  Maybe you have Q and E bound in another running program?  AMD/Nvidia program, one of those fancy keyboards that lets you bind stuff that way, another mod causing issues?

     

    When you try to rotate with Q and E bound to your lean and roll, does the box in the upper right corner pop up to show you the rotation degrees?

     

    I'm just reaching for info, maybe somebody smarter than myself can make sense of it.

    Word. Nope to the background programs. TBH I was too busy over the weekend to troubleshoot it further but thanks for the interest.

  3. No, I don't run around in build mode like a moron FYI.

    If I have anything bound to Q and E(I prefer these keys for lean/roll) I can't rotate in build mode. 

     

    The only way I can rotate in build mode is to un-bind any commands that are bound to Q & E. ie. my bound commands take precedent over the hard coded rotate commands forcing me to un-bind these valuable keys whenever I want to build, then bind them back when finished. It's a PITA.

     

    There was nothing to indicate that this was unique to me, other people were requesting the same change in necro threads that can be found by searching. That lead me to believe that this behavior was universal. but Apparently people are claiming that they can rotate in build mode with Q & E and then also use their bound commands on those same keys when not in build mode? If so I have no f'ing clue what could be causing this other than a corrupted profile which I'll test.(I have no other actions or commands bound to Q or E so no conflicts there)

  4. Maybe a dev could pop in and clear this up for me?

     

    1. How are each item types accounted for in the world?  Are they counted in the world build limit or the storage limit?

     

    Tipis

    Lockboxes

    Shelves

     

    Seems many items are counted against the world building limit but they are NOT counted against the jammers individual build limit.

     

    2.  I would propose that lockboxes, shelves, tipis and Epoch building items should all count against the jammer build limit when built within the radius of a jammer.

     

    Too many groups eat up much of the world build limit with 50 shelves, 25 tipis and 25 lockboxes plus they also get the jammer build limit.   Put up a second jammer somewhere else and rinse and repeat.  We have at least one group (4 individuals) so far that I've seen that is going on their 3rd base on the map, their 1st and 2nd consuming likely about 300-400 world items each.  

     

    Server operators can limit the actual building pieces with the jammer but not stop a group from eating up the world limit with shelves and lockboxes...  This needs reigned in.

     

    Do you want the mod to die? Because this is how you get the mod to die.

     

    Running big groups off of the mod by putting the squeeze on their ability to adequately build and supply for all members just because you "don't like it" is not a good idea.

     

    Storage containers get deleted(along with their contents) after 5 days if no one touches them, building parts in 7 if the jammer isn't maintained. People can't just permanently keep stuff they aren't interacting with so it's really not even an issue.

     

    World limit can be set pretty high with little to no effect on gameplay anyway, so you can keep calm and keep playing, and let other people play and enjoy it as well.

  5. So yeah, Q and E are invaluable keybinds for ease of use, especially for combat. It's a crime to have them hard coded to building commands.

     

    Would the best solution be to simply have all the building commands changed to User Actions so we can rebind them?

     

    If not, any way at all to rebind them, no matter the method would be greatly appreciated. 

     

    p.s. I used the search function and only found necro threads where re-binding was mentioned in passing as a WIP, so I started this thread to revisit the subject.

     

    Thx!

  6. I've been loving the Epoch mod so far for Arma3, but the only thing lacking is depth for the "base raiding". It seems kinda redundant to blow up someone's or some groups base and not gain anything from it. Would be awesome to see this for 0.3.

     

    The idea behind it would be similiar to the Arma 2 version, with keys, of course there could be something else, for example;

     

     

    -Lockpicks, takes time but opens it, and enables you after lockbox has been emptied to pack it up, and use it yourself.

     

    -Drill, drill the lockboxes lock to enable you to open it, makes it useless afterwards, but you'll get the hidden loot inside.

     

    - Good old fashioned elbow grease and a chainsaw/some other tool, completely destroys the lockbox, revealing say ~50% (randomized) of the loot due to the fact that you aren't that careful and some of it has been broken. Would be awesome for new starting players who're looking to get on their feet and find these random lockboxes in the world with a chainsaw in hand.

     

     

    This would make the base building and base raiding more fulfilling, making these "unraidable bases" happen in servers, see peoples imaginations run wild when they try to hide their precious lockboxes.

     

    • Lockboxes are destructible already
    • Very few(probably no one but a few lone wolves)keep all their stuff in lockboxes because they have very low storage capacity and are buggy/ a PITA to deal with. So your point about "not getting anything" from a base raid is just false in the vast majority of cases. 
    • If you want to grief people to the max by 100% removing/destroying everything they have. Hey, good for you, that's your prerogative, but there's nothing wrong with giving people a very limited and semi-secure storage solution, to combat that kind of griefing/gameplay. That is exactly what lockboxes are now, since like we have pointed out, they are already destructible and quite limited in capacity and ease of use.
    • A balanced game will have a middle ground between 100% griefing and 100% security from player attack. We're already right in the middle with destructible bases, destructible lockboxes, and no 100% secure method of storage. If you insist on tipping the scale over to zero security from any kind of attack vector you risk imbalancing the gameplay too much.
    • I'll totally admit that lockpicking is a neat idea. But neat idea's aren't automatically all good for gameplay and game balance. You need look no further than DayZ Standalone for evidence of that lol.
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