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Sequisha

Developer
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  1. Like
    Sequisha reacted to TuBz in Fires with no matches:)   
    Just a tiny thing..
    I was on the Development  server this morning..and found myself at the Klen trading post with no matches...I went to buy some but had wrong denominations of metals...so I needed to smelt..ahh no matches...but I thought I'd try the fire by the traders anyway... well blow me down it worked.. I def have NO matches...bug or intentional?  :rolleyes:
  2. Like
    Sequisha got a reaction from Kind-Sir in New GUI   
    No.  Didn't plan on adopting it, much alike other community features.

    Seems like every mod has changed it because they can, not necessarily the best route to take in changing a UI.  There have been many other important
    pressing issues to deal with recently in terms of balance and functionality.
  3. Like
    Sequisha got a reaction from Kind-Sir in The currency system needs a complete do over   
    The briefcase can be farmed from 2 primary sources, that's where the additional cost comes from. 
    We're considering ways to make the system a little less clunky, as in change from the vendors with purchasing etc...but these metals will playing a more valuable role moving forward as well.

    One step was the implementation of the trader menus provided by development help from Maca. 
  4. Like
    Sequisha reacted to Achmed in Gun Storage Devices   
    i understand people want to be able to do this and your not the first to ask i just dont get why. at the moment the storage shed (the one you cant go in) holds 40 weapons. yes its not lockable however now you can place it inside walls and lock them etc. yes they can be knocked down with enough effort however things should not be 100% safe or there is no point having bandits as what would they raid??
  5. Like
    Sequisha got a reaction from MrEnderMC in New GUI   
    No.  Didn't plan on adopting it, much alike other community features.

    Seems like every mod has changed it because they can, not necessarily the best route to take in changing a UI.  There have been many other important
    pressing issues to deal with recently in terms of balance and functionality.
  6. Like
    Sequisha got a reaction from Gimmic in New GUI   
    No.  Didn't plan on adopting it, much alike other community features.

    Seems like every mod has changed it because they can, not necessarily the best route to take in changing a UI.  There have been many other important
    pressing issues to deal with recently in terms of balance and functionality.
  7. Like
    Sequisha reacted to axeman in Problems with Epoch and database   
    http://support.dayzmod.com/knowledgebase.php?action=displayarticle&id=4
  8. Like
    Sequisha reacted to vbawol in The currency system needs a complete do over   
    Changing the animation is something we are going to do, as well as giving change. I think next patch 1.0.2.3-ish I will add a magazine item for a "coin pouch" that would hold 0-900 coins to replace all other lower bars as currency. All bars lower than 1oz of gold will just be trade-able into coins. This would be used for trades on items lower than 1oz of gold. When making change this item will be consumed and a item will be replaced with the proper change. Over 1oz Gold Bars will still be used and made to stack in 1oz increments (1-10oz). Briefcases will function the same as they always have but will store increments of 1oz (0-100oz). On selling the trade would look for partially filled "coin pouches","Bar Stacks","Briefcases" and append the output.   On buying the trade will look first for the exact Item/change consume that item and return nothing. Otherwise it will give the highest denominations back as change, for example:   Player has a coin pouch with 900 coins, makes a purchase costing 50 coins  Returns: (900 - 50 = 850). Player has a coin pouch with 500 coins, makes a purchase costing 50 coins  Returns: (500 - 50 = 450). Player has 10 x 1oz Gold Bars, makes a purchase costing 50 coins  Returns: (10 - 1 = 9oz + 900 - 50 = 850). Player has 10 x 1oz Gold Bars, makes a purchase costing 1oz bar Returns: (10 - 1 = 9oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 1oz bar Returns: (100 - 1 = 99oz). Player has a Briefcase with 100 x 1oz bars, makes a purchase costing 50 coins  Returns: (100 - 1 = 99oz + 900 - 50 = 850).   (1-900) Coins (900-9000) Bars (9000-90000) Briefcase 
  9. Like
    Sequisha reacted to mikeloeven in The currency system needs a complete do over   
    i totally agree with removal of animation and a shorter delay. currently the trading animation makes it look like they are forcing you to give blowjobs at gunpoint XD
     
  10. Like
    Sequisha reacted to axeman in Axeman's new lighting system in 1.0.2.1   
    Thanks for the feedback. Latest update is in the pipeline. Shootable street lights are back, I have reverted them to the original Arma street lights, not as pretty but can be shot :)
     
    A split of generator requirement and some randomness to the whole lighting system.
     
    One second you may be lit, and are scoping the zed running toward you, the next 'click' - no lightee :)
     
     giving nothing more away..
  11. Like
    Sequisha got a reaction from Tactical Ex in Open up wiki for editing   
    All for it, I've been preparing images for it.
  12. Like
    Sequisha got a reaction from xBowBii in Three Little Pigs my @$$   
    A couple questions you may want to ask yourself:

    What would happen in real life if you crashed a helicopter into a wooden shanty?

    Would players want to waste their helicopter ruining someone's work if they were in limited or rare supply?

    If such destructive tools are available in excess, nearly to the point of being freely expendable...
    ...then why are they so readily available?

    This form of crafting is not only an *option*, but this modular base-building system also asks the question to individual server operators:
    "Are we capable of adapting and balancing the cumbersome arsenal we provide to our player-base?" (if this is in fact a concern)

    This question is, of course...if they're open minded enough to take a step back and review what their players really need.
    Their hands aren't tied, the configs are there for amending; their choice entirely what changes they'd like to make.

    The main thing is, they have complete control over weapons available, vehicles available and their own general set of guidelines; all of which are capable of
    governing the concern you have.

    It's neither our decision nor responsibility to balance drastic changes that have been made by server operators.
     
  13. Like
    Sequisha reacted to Radiix in 1.0.2 Buildings   
    Yes of yourse:
     
    In your init.sqf add:
    [] execVM "uninstallthatgoddamnwannabeantihackthateveryoneabuses.sqf";
  14. Like
    Sequisha got a reaction from Kind-Sir in 1.0.2 Buildings   
    My new favorite thread contributor, second to King-Sir.

    I find it a little strange that everyone's first solution to a problem is "make it invulnerable"...as if that's not opening a much nastier can of worms.
    I referred to this topic in greater detail in another thread.

    As it stands, the system seems to be working rather well as gathered from players experiencing this patch "out of the box" so to speak.
    Server operators are quite capable of balancing the weapons and vehicles they make available to their player-base.  Just food for thought.
  15. Like
    Sequisha reacted to Rayden in 1.0.2 Buildings   
    Last time I checked plywood wasn't bulletproof. :)
    The wooden walls were designed to offer a basic means of housing. If this bothers you, wait untill they release the stone/brick walls. I'm sure they can take a lot more abuse before breaking down.
  16. Like
    Sequisha reacted to Kind-Sir in 1.0.2 Buildings   
    If you're worried about the cars being easy to buy and find, just edit their values!!!
    dynamic_spawns.sqf in your mission file, and traders_data in your database.

    EDIT:
    Yes, because traders_data belongs in your mission file...
  17. Like
    Sequisha reacted to Kind-Sir in Keeping Players out of Base?   
    No it's not. Base building allows you to create a system of organization for your base, such as vehicles and loot. You can use vaults and lock boxes to keep some of your loot safe. 
    That's the game of DayZ, and I bet you that is what will happen in other games (refer to: Rust, WarZ, Wasteland........)The point is to make it a balanced system. Oh, yes, people can steal when you're offline, but wouldn't you? A lot of people who whine about admin abuse, or whine about getting their base looted will probably loot other people's bases when they're offline, and abuse admin tools installed on that server (teleport, spawn, esp, etc) if they had the chance to.
     
    May I refer you to the following page: Video GameArma is a military simulator. DayZ is built upon a simulator. DayZ was meant, originally, to immerse a player into a zombie-filled post-apocalyptic world. Now we're just spoiled with all the hootin' tootin' base-protection mods and all this loot we're able to gather with one run to a town.

    You're not entitled to anything when it's not "immersive" or "the real life", as the game is mapped out by a developer, and if it's able to be modified by server owners and players, then so be it.
     
    SPOILER ALERT:


  18. Like
    Sequisha reacted to MGT in Holding Jack Frags to ransom and making him sing for his life   
    A little group of our players captured Jack today on our server and decided to have some fun with him....
     
    Video by Orion, the bearded one :rolleyes:
     
    http://www.youtube.com/watch?v=cb44l9pjhI8
     
     
  19. Like
    Sequisha got a reaction from Kind-Sir in Keeping Players out of Base?   
    I've been strongly against the "Iron Domes" since I found out about them.  I'll not go into detail as to HOW I found out about them :/ 
    Much like most heavy modifications that ruin immersion, safe zones & kill zones to name a few... but they quite simply are not balanced.
    Not to mention the overhead 'hands-on' maintenance that they require...this iron dome horseshit has had me in uproar numerous times. 

    Luckily enough...we've developed a system that should be self contained, player driven and more than anything else....BALANCED.   We have added ways for you to protect your assets, fortify your base and allow
    you to expand however you'd like....if you have the materials to do so.   We've lifted some requirements to create a less demanding and more inviting system to breathe life back into the base-building and crafting system.

    Batten down the hatches, shit's about to get serious folks.
  20. Like
    Sequisha reacted to austinrmartin in Epoch Buildables - How to make Indestructible   
    By the way i play on CPC server if you make indestructible stuff, i will leave 
  21. Like
    Sequisha got a reaction from blacksheep25 in Keeping Players out of Base?   
    I've been strongly against the "Iron Domes" since I found out about them.  I'll not go into detail as to HOW I found out about them :/ 
    Much like most heavy modifications that ruin immersion, safe zones & kill zones to name a few... but they quite simply are not balanced.
    Not to mention the overhead 'hands-on' maintenance that they require...this iron dome horseshit has had me in uproar numerous times. 

    Luckily enough...we've developed a system that should be self contained, player driven and more than anything else....BALANCED.   We have added ways for you to protect your assets, fortify your base and allow
    you to expand however you'd like....if you have the materials to do so.   We've lifted some requirements to create a less demanding and more inviting system to breathe life back into the base-building and crafting system.

    Batten down the hatches, shit's about to get serious folks.
  22. Like
    Sequisha got a reaction from BetterDeadThanZed in Keeping Players out of Base?   
    I've been strongly against the "Iron Domes" since I found out about them.  I'll not go into detail as to HOW I found out about them :/ 
    Much like most heavy modifications that ruin immersion, safe zones & kill zones to name a few... but they quite simply are not balanced.
    Not to mention the overhead 'hands-on' maintenance that they require...this iron dome horseshit has had me in uproar numerous times. 

    Luckily enough...we've developed a system that should be self contained, player driven and more than anything else....BALANCED.   We have added ways for you to protect your assets, fortify your base and allow
    you to expand however you'd like....if you have the materials to do so.   We've lifted some requirements to create a less demanding and more inviting system to breathe life back into the base-building and crafting system.

    Batten down the hatches, shit's about to get serious folks.
  23. Like
    Sequisha got a reaction from Bungle in Show us your loadScreen!   
    Awesome loading screens guys, my personal favorite is TayTay's.  I've always been a fan of the minimalist approach.
  24. Like
    Sequisha got a reaction from Bungle in FIRST! The Show your mug thread.   
    Sorry, I couldn't read what you said due to lack of face.
    It was just a copy-paste, mad?
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