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lorneagle

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Posts posted by lorneagle

  1. Regarding the 3rd vs 1st person debate: The answer is rather simple. Neither 3rd person nor 1st person is 'easier'. It is just different which means you have to adjust your play style to it.

     

    It is not easier because the advantages that come with 3rd person (looking over walls) quickly become a disadvantage if you are the guy who is approaching a wall.

     

    3rd person vs 1st person is just a matter of taste, and taste as we all know, is not debatable.

     

    I played both, I prefer 3rd person because I like to see my character in a game where you can customize you character's outfit, it is that simple.

     

     

     

    Back on topic:

     

    The search for easy mode is a result of our fast paced society and the way video games work. Most AAA titles will shower you with rewards and even if you fail there aren't any consequences. It is games like FTL and DayZ mod that brought back the idea of a game being a challenge. And it was interesting in the discovery phase of the game. But once you developed a routine, some aspects of the game become boring, so people want them to be removed. As a result the game becomes 'easier'. The trick is to find a perfect balance :)

     

    I ran an A2 Epoch Server for about two months with a couple of friends. We specifically created a server without the easy-mode mods like self-bloodbag, or being able to buy locks @ traders. We also limited the amount of heavily armed cars by increasing the price. That way we had the focus on infantry battles and we had a good money sink for the UBER rich. We also kept a fairly vanilla loot table.

     

    We had a decent population at around 30 to 35 at peak times and 10-20 off peak, and althought we had the occasional request for easy-mode mods, at the end of the day people generally enjoyed having to work for their stuff.

    We had a pretty good balance, however, we made the mistake of setting up some fair play rules, which caused us soooo many headaches with all the kids out there.

     

    It is funny how you don't feel like an adult when you are in your thirties, until you deal with an angry 13 year old kid who is convinced that it is his god given birth right to get his gear back which he just lost due to a game bug.

     

    I wish I was able to create a stable community of mature people that understand that a game is a game is a game. That have fun with it instead of being childishly competitive all the time.

  2. There are different flavors of easy mode:

    1) The one that tries to allow casual gamers to enjoy the same content as hardcore gamers

    2) The one that impacts the gameplay

     

    As a guy who managed to spend an average of 12h/day over a span of 6 months in WoW (back in 2006), but has a job, wife and kid now with an average of 1h /day I know both sides of the medal.

    Back in vanilla WoW, you weren't able to enjoy a good chunk of the end game content unless you were a student or unemployed.

     

    Now things like: More cars and less expensive building materials allow casuals like me to still enjoy the full content of the game. The flip side however: People with plenty of time and a good squad will accumulate ridiculous amounts of wealth in a short time. The only way to fix this is to create appropriate resource sinks.

     

    An example would be to make base upkeep grow exponentially in relation to your base size and limit the storage.

     

    Things like Self-Bloodbag are of the game changing flavor: For example when I'm able to bloodbag behind a rock after being hit by a sniper and as a result being able to take another hit and escape.

     

    I personally don't like the easy mode options that change the nature of the game such as ridiculous amounts of loot, self-bloodbag, being able to buy locks at Traders instead of having to farm Zeds (A2 DayZEpoch ).

     

    I do like more cars so I'm able to meet with my friends faster and don't spend my 1h/day running to them just to log out.

  3. In my experience 95% of 'hacker' calls are just kids that can't accept they got beaten by someone.

     

    Source: A2 Epoch admin, 32 years of age, rational thinking.

     

    Also what is this thread? "Hey everyone, I was accused of hacking, but I accuse THEM of hacking".

     

    Why am I wasting time on this? Clearly I am bored

  4. I am very very impressed with the stability off the mod. I have yet to die of a glitch, no bugs that I have noticed so far.

     

    I also love all the ideas they have like: stamina/fatigue, being soiled/wet, energy as resource and so on.

     

    The mod is definitely missing content at the moment which is absolutely expected at this stage in development. It currently feels like Vanilla DayZ with modular building but without zombies (which is cool, I enjoy the rare Sapper/Cultist encounters a lot more than these horrible annoying DayZ zeds).

     

    The devs are doing a fantastic job, very stable game, content will follow, I can't wait for the server to be available to the public so that communities can start contributing to what I expect will be the only game I play in 2015 :)

  5. I have two questions regarding the missions

     

    AI at night

     

    It looks like the AI is blind and deaf at night. Is there a way to make them behave the same way at night as they are during the day?

     

    AI doesn't open fire on certain vehicles 

     

    Some vehicles like Vodniks or HMMWVs are ignored by the AI until you start shooting at them. It almost looks like as if they see those vehicles as allies until you get out and start shooting the AI.

    Any idea how we could change that behaviour or other input on how to make AI less vulnerable to being run over by vehicles?

     

     

    Really like this script

  6. This looks very promising. we just added this as a replacement for sarge Ai to 1.0.3.1

    Now I have a question regarding the ammo boxes.

    The loot arrays are defined in missionCfg.sqf and the random logic for ammo box population are in ammobox.sqf.

    I want to add an additional array with building material. how do I make that available in ammobox.sqf?

    I dont get the function calls/method invocation in SQF. how do the parameter get passed into the ammobox.sqf?

    if someone could give me a short skeleton example on how to define an additional loot array and pass it to ammobox.sqf i'd be so happy

    :)

    thx guys

  7. I am running Sarge AI based Missions and I tried replacing the server_cleanup.fsm in dayz_server/system/ with the one you linked above but to no success.

     

    The crates are still despawning. I didn't change any other Sarge AI related files from 1.0.2.5. And I really don't want to because everything is working. I just need to get rid of the cleanup interference

  8. Hoi everyone,

     

    I was wondering if someone has instructions on how to fix the problem where loot crates despawn.

     

    I saw another thread that pointed to a github with a new server_cleanup.fsm, but replacing it didn't fix the problem.

    I'd rather not re-install the whole Sarge AI framework because everything else is working fine. 

    Does anyone have a working code snippet that I can apply to get the cleanup script to ignore the loot boxes spawned with AI?

     

    I'd be so grateful :)

     

  9. Hey everyone

     

    In order to keep the object_data table of my server clean I want to write a script that removes locked vehicles from the database if the corresponding key was lost.

     

    My idea ist to scan the Inventory of objects (object_data) and alive survivors (character_data) for keys.

     

    So the key looks like this: ItemKeyBlack2352

    Now my question is: How do I establish the link between an entry in object_data (the vehicle) and the key. Is it some kind of hash on objectID? What does the Integer value appended to ItemKeyBlack refer to?

     

    Can anyone help me out?

     

    Thank you so much

     

     

  10. Hi there,

     

    We just recently set up our own Epoch Server and everything is doing great so far. Today we were notified that some of our players helicopters spawn damaged after a server restart. This is happening to helicopters that spawned as well as helicopters that were bought from a trader. 

     

    I haven't checked the database so far but next time it happens I'll check whether it happens when the server shuts down or when the server boots up and loads all the vehicles from the database.

     

    Anyway did someone else encounter this problem?

     

    Thanks for the help

     

    Cheers

     

    Incredible mod btw. Great work guys! :)

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