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wangtangnoodle

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Posts posted by wangtangnoodle

  1. Whether at peak gaming time or not, the number of servers outweigh the number of players. Or at least offer something like a 1:1.1 ratio of servers versus players. No disrespect to the devs, but if it were me, the files wouldn't be out yet. Would have kept it in testing for another 6 months or more.

     

    If you look at how A2's lifespan went following the boom in popularity, it lasted around 15-18 months before players ran it into the ground. The modding erupted at around 1.0.1 onwards and lasted a good year or so before people started to get bored or avoid the mod because it basically become Wasteland on most servers. During the first 6 months of A2 Epoch, I saw around 800 servers online one night and 75% had players, a fair whack had more than five players online. Around 3 months ago there I noticed 3,500 A2 Epoch servers online one weekend - over 3,000 were empty and another 300 had less than 5 players.

     

    A3E has been released for around 10 weeks. And in that 2 and a half months, modders are already tearing the 'vision' of Epoch to bits, diluting the features, turning it into Wasteland etc. Over 1200 servers, over 90% are 2 players or less, 75% empty. The A2 timeline is being repeated, but at 4 times the pace and with development at an earlier stage. It's personally put me off playing it. I wish the devs every success in their work, but like A2E, this seems another mod where the vanilla experience is wasted on numpties.

  2. Agreed, there's going to be no "killing off", that assumption is laughable.

     

    A3 Epoch is really nice but myself and the players I used to play it with regularly had a much shorter "honeymoon period" with it when we put a server up recently - even compared to our 6th, 7th or whatever A2 Epoch server. It's got good features, but is understandably lacking a lot of the depth & survival features of A2, DayZ Mod, DayZ Standalone and other games / mods. Find it bewildering when people are that much up this mod's arse, at this stage anyway.

  3. There is nothing wrong with having the cooler in game to make sure food doesnt go bad but give it a benefit as well. Have it hold a good amount of food and drink kinda like a slot item in your inventory. A fanny pack that only holds food. (like a soft lunch bag) make it go where the anti vehicle weapons go if they are not going to be put into the game.

    This is great. I want to store my sausage in a fanny pack.
  4. Rain shouldn't set your soiled status back to zero, in theory. The shit crusting up inside your trousers wouldn't be cleaned efficiently, you should have to take them off, find one of the many washing machines lying around, put the turd-filled troosers inside and apply an energy pack to the unit.

  5. When the 0.25 patch drops it'll be on here for download plus upgraded to by GSPs, pretty much at the same time I'd bet.

     

    Side note, but on topic: my excitement for this mod just took a massive hit now that there's going to be a banking system. Doesn't fit with the "harsh environment" theme at all, personally. Safes were a massive bore for me on A2E because they were easy, cheap and indestructible. Now we're pointed towards ATMs & telephone boothes for everyone to rush to or camp over for hours. Satisfaction in getting krypto safe for me would come from building something elaborate, upgrading a storage item over multiple levels, or finding a rare-as-fuck lockbox or similar. The other two big mods for A3 have banking. Hoped for something different with this.

    [New] Player Krypto account added. Accessed by pressing the Inventory key next to a phonebooth or an ATM. Larger the transaction the longer it takes.
    
  6. In general, I've seen more loot since the most recent patch hit. I play in a group of 3 or 4 all the time. Within 30 minutes of play, usually we'll all find a gun of some sort, a can of food, a drink each. The hunt for a decent backpack takes time, but a good period of time. I think it's done well.

     

    I think it's too easy to find kickass weaponry, that's my only gripe. But... it's early days.

     

    Wouldn't mind if the loot amounts were toned back to what they were on the previous patch either.

  7. Adding safe zones is never the answer. Either whitelist the server (when private ones go up), ban trader-campers or just accept there are always idiots online and make it your mission to smash them in the gonads again & again. A real life harsh environment like this, you'd get some pricks doing exactly the same. Games are easier already then real life so stop whining for extra help and just take the flouride victims down.

     

    Cars left in trader areas should never be safe. Auto-unlock at server restart.

  8. There is the added element of consequences for abusing traders too. The only member of our group not to die last night had been stealing from the traders (and then selling the items back) in the first hour or so. If stealing is an offence, so to speak, it could explain the increase in sappers, drones and cultists for us.

    I like having the consequences.

  9. Lots more dogs, lots more antagonists all round plus a lot more loot. I personally prefered the amount of loot in the previous patch. It took far less time to accumulate a lot of gear when I played today.

     

    Within the first half hour of playing the new version, our group of 3 encountered 2 cultists, 4 sappers, at least 10 dogs and 2 drones that both spawned 3 AI. After 6 hours of playing, they're becoming less of a feared element. We ended up expecting them, they'd arrive and because of the extra experience of them we killed them easier.

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