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veeshan

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Posts posted by veeshan

  1.  

    I guess I fail to see how that is anyone's problem but those who run and play on the server as DayZ was really never meant to be a PVE game nor was Epoch, both are supposed to have at least some loss in them. Luckily Sequisha resolved it for you. 

     

    Oh there is loss. AI will use javelin missiles vs. armored vehicles and many have mounted AA guns. But you need a hook to keep players coming back like any MMO-type game.

  2.  

    Again... drop the price of everything, especially what you get for selling it. Suddenly you fit within the realm of Briefcases. 

     

     

     

    Also, if they have THAT much money then it is possible that you added too many places for them to get loot. I see this on a lot of servers. They put in 30 extra barracks and lots of vehicles especially high cost vehicles and then complain when people have a lot of gold. Don't enable easy mode and people won't have as much gold. 

     

    It's a PVE server. People can run missions/play for months and accumulate gold. Even if you made everything sell for silver, eventually people are going to amass lots of money.

  3. Deflating sell prices helps future issues, but it doesn't really help with money already floating around on the server. It also creates imbalance issues: If you jack up the buy prices for things, it hurts newer players. If you lower the prices in line with the lower money accumulation rates, then long time players can easily buy anything. It also only slows the rate of accumulation, but given enough time, the 12 brief "max" will get hit again.

  4. Honestly the best solution would be for the devs to add a new form of currency stacking: stacked briefcases. It doesn't mess with their auto-stack/auto change making feature, but it allows the 12 brief limit to be exceeded. For instance, player has 1 brief and sells a heli for a 2nd. Instead of having 2 briefs, they now have 2 full briefcases as a stacked item. Selling/buying adjusts the currency to the correct amount. How bout it devs?

  5. Honestly the best solution would be for the devs to add a new form of currency stacking: stacked briefcases. It doesn't mess with their auto-stack/auto change making feature, but it allows the 12 brief limit to be exceeded. For instance, player has 1 brief and sells a heli for a 2nd. Instead of having 2 briefs, they now have 2 full briefcases as a stacked item. Selling/buying adjusts the currency to the correct amount.

  6. Hello. The current patch seems to have broken the ability to implement alternate forms of currency due to the feature that allows traders to make change when purchasing items. This is somewhat disappointing, especially since the 12 inventory slot system and current gold currency items severely limits the prices you can place on items (ie, 12 briefs is the absolute maximum you can do without creating end game currency, which is now broken). Are there any plans to address this in the hotfix patch?

  7. I always did think the elevator script could be one way to accomplish this. It would be nice, though, if you could create an object which acts as an activator that is able to activate multiple "elevators" at once. For instance, your roof is made up of 8 elevators that move to the side. When you trigger the activator, it makes all 8 elevators go to the stop, thus opening the roof.

  8. - Speaking of carrying things around. Epoch uses a weight system. Backpacks are huge so you can have a lot of items, but if you are over certain weights you will become fatigued and can even pass out. This means you have to consider what you want to carry and your route so you make short runs, rest a bit, run again.

    Eating painkillers resets the fatigue timer. This is a good shortcut past the natural fatigue decay, especially if you are building with heavy supplies (cinders or metal floors). In fact, it's pretty much a must for building with heavy supplies, especially if you are building a multi-level base. Also, your character will become more fatigued going up hills/stairs, so keep that in mind as well. The sweet spot is ideally to have your character weigh less than 100 if you're going to be doing lots of running.

  9. I noticed the patch notes today mentioned a new feature: 40% chance to payout a single gem on removal of mine ruins Will this be something that can be configured serverside to restrict what gem types drop or turn it off altogether? Our server uses gems as a form of end-game currency for items that cost 12 briefs or more.

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