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X8(xeight)

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Everything posted by X8(xeight)

  1. its an arma "feature" "working as intended" all explained in this vid linked by angry grunt https://www.youtube.com/shared?ci=CfemBLI5JGA
  2. Yeah its when AI wander into the trader safe zone, they get godmade same as the players but when they leave again they dont lose the godmode. There doesnt seem to be a fix for this unfortionately.
  3. Player Name Vehicle Type Date Zombie AH64 Apache AA 26 april 2016 Wolfie AH64 Apache AA 26 april 2016 Gooden AH64 Apache CS 28 april 2016 Dallas A10 30 april 2016 KamikaziPostman T100 5 may 2016 Arkbird AH64 Apache GS 4 june 2016 Ken AH64 Apache CS 12 may 2016 Jaeger Mi-48 Kajman 27 jun 2016 Trixie Cheetah 6th June 2016 sdf4_te_ua Tigris 9th jully 2016 swift AH64 Apache AA 8th july 2016 Wolfie V-44 Vic Transport 14th July 2016
  4. Prestige Items Insurance Work in progress, numbers may be adjusted for balance. Only works for Prestige items. 21 days is a running theme on the server, base maintenance, cleanup script, disused vics etc. So i say the insurance would last 21 days but you can buy another round when it runs out. Also you can claim as often as you like on the insurance during the 21 days. Insurance shouldn't be OP, you get nothing for free so, if you lose your vic while insured you can get 50% off buying a replacement of the same vic type. Insurance will be bought with tabs. As for how much insurance will cost. 50% of the rep cost. So an example. If you bought the Blackfoot and wanted insurance with it. Blackfoot 100,000 rep Insurance 50,000 tabs if you lost it while insured and wanted another Blackfoot it would cost you only 50,000 rep We will need to keep track of who insured what when so... see below Admins should be able to edit my post with updated info.
  5. Chapter One (start) A powerful group of bandits have been using the local castle ruins as a base for a long time. We have discovered that they are leaving in a hurry, most evacuated earlier today, the remainder are packing up whats left. You are a crack squad of elite super mercs and I am hiring you to go in there, clear the last of the bandits and figure out why they are leaving. Secure any equipment they have and meet at my safe-house. You are responsible for your own kit and you are going in on foot. Good luck. Chapter One (end) Congratulations for a job well done. You cleared out the remaining bandits. You discovered they were leaving because of what appeared to be a rival group of bandits attacking in force. You successfully defended long enough to load the bandits gear into the trucks and fled between their waves of attacks. Chapter Two (start) WAKE UP! We are in the safe-house, early morning after chapter one. The bandit leader from the group that held the castle has tracked us back here. He is not very happy with us. He believes that we are part of or in some way linked with the other faction that drove them from their base. A large force of his men are converging on our location from all sides. I have called for an evac chopper, no ETA at present. The gear and building supplies you secured from the bandit castle is still in the crates and trucks behind the house. We must fortify the position and defend until the chopper arrives. Good Luck Chapter Two (end) Congratulations, you survived their massive assault, fortified the position under fire. You held the safe-house long enough for the evac chopper to arrive and kept the LZ clear. Payment has been wired to your accounts. Chapter Three (start) Our favorite bandit leader seems even more upset with us. We have been keeping an eye on him with out satellite tracking system. Having lost a large number of his men assaulting the safe-house he has retreated to his own safe-house where he is using his communication centre to contact other bandit factions. He is trying to form an alliance to stand against us. The fact that we are not affiliated with the group that forced him out of his castle probably no longer interests him. I would still like to know who they are, but that is a job for another day. Today we must stop his attempts to form the alliance. Satellite tracking has located his safe-house in a nearby town, marked on your map. Transportation has been provided, you are responsible for your own gear. Find and destroy the communications tower. If you see the bandit leader take him out. Good Luck Chapter Three (end) Primary mission successful. The town was crawling with bandits. You bravely fought through them to the gates of the compound. You blew open the gates with satchel charges and destroyed the communications. The bandit leader fled the compound, With the help of our satellite tracking you gave chase but unfortunately he made his escape to another town. Overwhelming enemy forces in that town prevented you from pursuing further. Payment has been wired to your accounts. Chapter Four (start) Once again our favorite bandit leader is even more irritated by us. He didn't like our ability to track him so easily with satellites. So he has arranged for an unknown number of jamming stations to be activated around Altis. We have gone old-school, our scouts have been scouring the land to locate these jammers. They have identified six jammers, marked on your map. Given the impressive strength and coverage of the jamming signal we are sure there are more than six. I want you to destroy the six we have found. Hopefully with these gone we will get at least a portion of our tracking abilities back on-line and have enough gaps to calculate where there rest might be. Transportation will be provided. You are responsible for your own gear. If during the mission you require additional gear the public traders are available for your use, gear only, no vehicle traders. Good Luck Chapter Four (end) Mission successful. You destroyed the six jammers and returned safely to base. Payment has been wired to your accounts. Our satellite systems are only partially restored as we expected there are more jammers out there. But for now lets see if we can piece together what our adversary has been doing these last few days. Chapter Five (start) We have good news and bad news. The good news is that we worked out some of the bandit leaders movements while we were blind. The bad news is... very bad. Our favorite bandit leader is not screwing around any longer. We tracked him to a certain mercenary base where money changed hands. One General Jake Hatchet. AKA The General. Ex military hardcore bad-ass. Now owner of the most professional, expensive and feared group of mercs known. Scouts have confirmed he is preparing to move on our location with full force. Several of his teams have already left HQ, the first has been spotted setting up an FOB We have lost track of the rest of his teams. The General and his final team are still at HQ prepping the last of the gear. The General has only one known weakness, the one time he was seriously wounded left him with a dislike of night time missions. He prefers to strike at dawn. we can use this to our advantage and strike first. We are going in immediately, under cover of night and strike The General himself inside his HQ. Transportation will be provided. You are responsible for your own gear, pack for night and stealth. Even tho he has only a small fraction of his men with him this one is going to be rough, we might not all make it back alive. Good Luck Chapter Five (end) Mission partially successful. You killed one group of the Generals men at his HQ. You secured a small number of his vehicles and some intel. Unfortunately the General made his escape in his tank. Chapter Six (start) The General is escaping in his tank, You do not have the fire power to take him on at this time. This mission is purely re-con, use his own vehicles to follow him. DO NOT ENGAGE THE GENERAL. Try not to get spotted tailing him. Find out where he is going. THIS IS A NON COMBAT MISSION. You are responsible for your own gear. No rockets, rpg's, explosives. Good Luck Chapter Six (end) Oh dear, that didn't go well. The General escaped, the UH1H and the Pawnee were lost. However you were able to track the location of one of his vehicle storage areas and took everything back to our safe house. Well done. Chapter Seven (start) You are relaxing in the pub and receive a phone call. Hello? are you the mercs that have been working with X8? Good, this is Gerrard, we have a problem, we lost X8. He was doing re-con in his KA52 searching for the remaining jamming stations when we got a distress call, he found one but they shot him down. Location marked on your map. I need you to find him and bring him back to the safe house. I understand you have access to some vehicles at the safe house. Use whatever you need. Primary mission get X8 back safely. Secondary mission destroy the jammer. Tertiary mission eliminate any hostiles in the area. (you will be responsible for your own gear and your own transport to the safe house. In mission vehicles will be provided.) Chapter Seven (end) Congratulations you made it back to the safe house with X8 and both jammers were destroyed. Chapter Eight (start) You are enjoying a meal at the fast food place near central trader when you start to feel dizzy. You all pass out. Some time later you wake up in a dark room naked, aching and feeling sick.
  6. 1.2 mill Clue 3 is, it is on the mainland
  7. this is the new one after the wipe jasonf The pot is up to 1.1 mil This weeks clue is... There is a number 7 somewhere in the map co-ords for the safe. Happy hunting
  8. nope Last time some kid found it in just 4 weeks, no clues. I'm way too nice to you guys.
  9. wow very impressive. if i were to pick a favorite, i like simple things so # 1, 2 or 3
  10. fine fine clues, i will add a new clue each week too. This weeks clue is:- The Safe combo is 7777 good luck ;p
  11. There is a safe somewhere on the map containing one million tabs (in money bundles) I will be adding 100,000 more per week that it's not found. Good Luck
  12. Quite so, and i cant find the thread now on their forums, they probably deleted it. But people with greater knowledge than I were picking that appart, explaining by the letter of the law quoting legal texts.... blah blah blah. Explainig how Bohemia would have no legal power to do anything. Just empty threats for no good reason, probably that the comunity has made thier game way better and more popular than they could, and they get no extra money for it. Wish id made a copy of that thread now, entertaining and informative. I cant rememer all that was said but some bits were that Bohemia could enforce restrictions if we were playing Arma3 on servers that had some financial link to Bohemia, Outside of that they have no say in anything. Once you bought your copy of the game you legaly own the liscense to do whatever you like with it. Play it, mod it, give it to a friend, sell it on, anything you like so long as its non criminal, Dont make coppies to sell, dont use it to plant viruses etc etc. Bohemia dont do online games, they dont host servers, they generaly ignore the online community. We have to use our own privately owned servers, what we do with them is entirely our own busness. The biggest point of all is, we are not even playing Arma3. We are playing a heavily modified version of a game called Exile/Epoch/Altis. Sure it runs on the A3 engine but there are a thousand games out there that use the COD engine or the Crysis Engine etc and you dont see EA or Activision running around threatning everyone. Anyway, we dont do donator items. All Bohemia have done with this is to turn the comunity against them. If it wasnt for the popularity of DayZ mod there probably wouldn't have been an Arma3, DayZ jumped ship as soon as they could. Bohemia should have embraced this, given the Dayz people jobs, worked with them to develop it, but instead sadly A2 dayZ and mod have all but died. Bohemia have been given a second, thrd and fourth chance with AltisLife, Epoch and Exile but each time they shun the online community, threaten them and chase them off. But sadly i think we are off topic here.
  13. Yep we had a wipe something like 4 months back, and 3-4 more wipes in the couple months prior to that. Everytime theres a wipe you lose about a quarter of your players. Back in the begining when i was just a new player on OGG and had never heard the phrase "server wipe" before. You lost me. Fletcher convinced me to come back. In the World of true MMO's there is no such thing as "server wipe" everything ive hoarded for 15+ years on EQ is still there and will always be, my base/house will always be there. The whole concept of "server wipe" is alien and unnatural to me, you work/play at it for months/years then one day someone decieds to push the "server wipe" button and youre back to zero again? I understand now why it is nessasary from time to time on Arma. But i feel like im being punished for Bohemia's inability to code a stable game.
  14. Pheonix wrote "I don't know without a greater more definitive understanding of what exactly the lag issue are its hard to say. ARMA been around a long time chances are good that the reason that caused LAG in the past are the same today. DO how was it handled in the past." The lag issue is the same as it always was, Arma2 was the same, Arma4 will be the same. Bohemia Interactive is the problem. Their programing is suprisingly ameturish for a company with thier success and age. But aside from thier failings the Arma games were designed to be single player offline only. A co-op feature was added later as an afterthought. They dont host thier own servers because its not ment to be an online game. It was never designed to do what we are making it do. The DayZ mod, Epoch, Exile people, working out of their moms basements, have done an excellent job cobbling together mods that make it work online with some limited success. Conspiricy theorists say many of the Arma3 patches dont actualy fix anything, they are designed dliberatly just to break exile/epoch for a day or two. Whether or not thats truei have no idea, just what i read on their own forums. They also say that Bohemia band around these rediculous rules such as no donator perks or we shut you down. I havent looked into the laws myself but they say bohemia would have no legal standing to do that. We are playing a game we payed for on our own privately owned server, they have no legal grounds to interfere in any way. So why all this hostility from them? why dont they want us playing thier game in a slightly different way to intended? As im sure most of you know, i am from the world of true MMO's, things like Everquest and Warcraft. Thier staff are way older far greater in number and trained over decades to produce the worlds leading MMO's. Sony and Blizzard have the financial power to do it right and do it on a truley massive scale. They dont have a dedicated server like we have, they have a towerblock for a server and hundreds of staff working round the clock to babysit it. Their severs are designed to handle hundreds of millions of players similtaneously. Even on my PC i get fps of 100+ and no drop when im standing at the bank surrounded by 70,000 other players on a saturday night. Some years back when NASA were wanting to upgrade thier server, they went to the Everquest people at Sony to ask thier advice. So there is a little perspective for you. I am genuinly suprised that they got Arma working as an MMO at all, and shocked that Fps is in double figures nevermind 30+ Once again, the eye can biologicaly see 22.5 FPS, which is why film is in 24fps and TV in 25fps. anything above 22.5 is a waste. The trouble is maintaining 22.5 when you start to move fast or explosions start to go off. Idealy when they started this whole thing back with Dayzmod they should have picked a game that was already designed to be an MMO. Something like Battlefield Dayz. Given what we are working with there is only so much can be done. Our FPS is the same as other comparable servers. Ultimately the buck stops with bohemia interactive. Bohemia Interactive is the problem.
  15. Ok well. A wipe might be a good idea. Notice theres been very few people on the last 2 nights, probably dont want to play knowing its going to get a wipe and they will only get a fraction of thier money back. It was a simple enough thing last time to copy paste thier money/rep from the old database to the new one. and while they are not playing here they are playing on other servers that dont have an impending wipe. Do you think setting the auto delete from 20 days to 10 would work rather than a wipe? it should clear half the vehicles and half the bases right away? Would kinda suck for people that cant get on every day, out of town working, holidays etc. As for restricting the number of vehicles players can have, bad idea, any time we put restrictions or tell players how to play thier game, bad idea. I think it was bunny, back in the old days of dayz, tried to restrict vehciles to just 2, one ground and one air and no boats (i lived on an island), per player. We nearly had a falling out over that. I only had 7 and they were my donator vics. As i pointed out different vics for different jobs. I have only 6 now on arma3 but each has its unique job that the others cant. Civ littlebird for quick trips to trader and helping people back to thier body. cargo chopper for doing very distant missions. KA52 because. cargo truck and strider for closer missions and looting the military base. Tank because sometimes you just need to drive one around to feel like a man. Most players would also need the 3 trucks (repair/refuel/rearm). I dont use vic weapons, i do use ducttape and dont have a tank right now, i live near a gas station. So i dont need those 3. All players will need storage too, Safes are usless for storage since the cut the capacity to almost nothing. Most have had horrible luck with pods, so 2 or 3 more vics for keeping thier stuff in. Then there are other things, AA base defence, kart/quad just for fun, a veriety to keep things interesting. I think it would be unreasonable for us to restrict at all, and game breaking to restrict below about 15 per player. Im sure if we could get the gas station repair/rearm script working that would cut down on a bunch naturaly without us having to restrict. Someone said change the loot crate contents just for money bundles. Couple reasons why not. Realism, Roleplay, i changed the contents to be appropriate for the mission story. Bank robbery is money bundles, medical has meds, food transport has food, gun truck has guns etc etfc. Would seem odd capturing a gun truck to find only money in it. Second, its an optional time sync to make it fair for the other players who also want to do missions, more important now than ever that there are only 3 missions up at a time. Right now if you want the loot it will take you a little time, so another player can go do the new mission that just popped while you are still busy. If the loot is just money bundles, which have 0.002 weight (or there abouts) you can carry hundreds on your person. Fast attack chopper, blow the mission away, grab the money and fly to the next mission. You could just circle the map alone clearing all the missions and getting all the loot. Anyone in a slower vic couldnt do any missions while you are on doing that. Besides, i cant imagine the mission loot causes any performance loss. Any loot you dont take will be cleared up by the mission script a few mins after you leave the area. The stuff you do take goes straight to the recycler and is sold. Either way, shortly after the mission ends everything is gone. Capturing and Selling AI vics. OGG is prety unique in that. since A3Ai is no longer available, the other main AI scripts like sargeAI as far as i know dont use vics. Even so i had to screw around with it to make them capturable. Many of our players love it that this is a different way to make money in the game, rather than the usual mission runs and looting the barracks. The sales price has to be worth it for the risk and as an alternate to mission runs. Maybe dropping the sale price from half to quarter? Although, its been suggested before and i think its a good idea. To get that rent a vehicle for half price script back in. certainly reduce the clutter of karts and quads However, they clear themselves up after 20 days and a few days ago we went around the map/database and deleted the 30-ish karts and quads in random places and didnt notice any change. Posted by Corylus "... and worried that the proposed solutions simply won't solve the issues at all. Either they will provide a weeks worth of magical performance before the status quo returns or just a minor improvement. Your treating the symptoms not the problem." I agree, its always been the same, fantastic frames for a week till people get thier bases back up then things return to normal. Massive bases are the problem. I already made a couple attempts to improve that, as did Jason with the DP buildings. I reduced the building items alowance per tier and twice doubled the upkeep costs. The frame rate is fine and the performance excellent, as Deadman said any comparable server for mods and hardware get exactly the same fps as us. If we want to double the frames we have to half the mods and thats when theres less stuff to do and people get bored. HLC? i wouldnt mind seeing that one dissapear. But the rest are all prety important, unless there are equivilants that use less resources? Posted by Corylus "The biggest issue the server has imho is the economy is broken." Yes, it didnt used to be. Back when i was gradualy adding bigger and bigger vehicles to the trader i was checking how much people had and setting the prices of the new vics so only the top 2 players could afford one right away. The AI were relativly harder because the players didnt have access to the fancy toys. Players would die more and lose more. I have increased the AI difficulty as the players have been getting better and getting access to better gear. but there is only so far i can go with the AI. The AI have hit their peak of being hard without being insane but the players keep getting better, smarter and richer. killing more AI and dying less, losing less. Maybe the resale price of vics and the contents of loot crates should be halved? Maybe jack the base upkeep even more way way up so only the very rich can afford more than a small box? New players wont be able to throw up a base in their first hour and if the old players want something big they are going to have to pay a hell of a lot for it? Posted by wareagle252 "1) Increase mission rewards to reasonable amount. Give a good variety of missions if possible with scripting to say spawn couple easy, med, hard, impossible difficulty missions of players of all ranges can do something other than camp roads and build bases along trader. Maybe lessen AI engagement ranges a little so players would be able to build away from trader and not worry about a generals fob 2k away blowing their transport heli up on lift off so they can courier loot to trader. (For example a player uses a gunship and strafes a deranged doctors) Between flight time, clear, loot, and sell players may invest 20-30 mintues. But pay off is only 10-15k. In that same time I can usually get myself atleast one higher end AI vehicle and make 30-40k. If you lessen the amount spawning and the value missions will pull people away from camping get them spread out. 2) Less the amount of roving AI vehicles (high end wise) if possible with scripting. Make it so people will want to run missions and push out from the central area. " I already significantly increased the loot crate contents and made them appropriate to the mission story. By default all the crates were the same, something like 8 guns, 16 mags, and a backpack. But now you actualy get meds from the med mission and food from the food mision etc, rather than a few hundred credits its tens of thousands on the easy green missions, the blacks can give upto about 120k. I dont know, Corylus thinks we should reduce the loot, that players are too rich. Discounting the static missions, there are an equal number of each colour difficulty with an equal chance of spawning in. I wrote one of each new green/yellow/red a couple weeks back to balance the numbers. The roaming vics, the AI have access to around 50 from bikes thru carts and quads, a great many humvees and UAZ's and only around 7 you would call high end. And an equal random chance which vic spanws. With only around 10 vics on the map at a time and a 20min wait for respanws with only a 7/50 chance of getting highend... you are right tho, there does seem to be highends up more often than you would think there should be. Other things, maybe reduce the ammount of serverspawn loot, reduce or turn off the server spawn vics if possible (show me where i can take a look at it) maybe turn back on the spawn town bikes but swap out for quads. I see from the database simply reducing the 20 day auto delete for base/vics to 16 days would take a whole lot out. 14 days just seems a little short. 20 sounds fine but for the good of the server a small drop might be a good thing. Frames at the trader, what do you think about turning on the Exile auto unlock vics left at trader option. It would be on by default and i expect most other server would leave it on. Im not sure i really like it either but something needs to be done. It was one of our rules on arma2, any vic left unatended inside trader at any time would be deleted no questions asked.
  16. very cool, love the style. what would people think of the bullets forming a headband/bandana rather than blindfold? empty eye sockets hold a certain morbid chill that excites me.
  17. A small number of endgame items will be available for reputation rather than tabs. You will be able to view the items at the aircraft and hardware traders to see the stats but you will have to ask an admin to spawn it in for you. The Admin will remove the appropriate rep from you. (put a negative number to remove) For the admins, when you spawn a vehicle for the player, select the player name on the left of the admin menu so it will tie it to thier account, ask the player what pin code they want. Like any trader item if you lose/break it no refunds. Item List so far 2500 Fortification Upgrade Kit [Exile_Item_FortificationUpgrade] 20000 Kamaz explosive resistant truck [rhs_typhoon_vdv] 100000 AH-99 Blackfoot [b_Heli_Attack_01_F] 150000 Tigris AA APC [O_APC_Tracked_02_AA_F] 160000 AH64D Apache (any variant) [RHS_AH64D_GS, RHS_AH64D_wd_GS, RHS_AH64D, RHS_AH64D_wd, RHS_AH64DGrey, RHS_AH64D_CS, RHS_AH64D_wd_CS, RHS_AH64D_AA, RHS_AH64D_wd_AA] 200000 Red VR Suit [u_O_Protagonist_VR] 200000 Cheetah [something_APC_AA] 210000 Mi-48 Kajman [O_Heli_Attack_02_F, O_Heli_Attack_black_02_F] 240000 T100 Varsuk [O_MBT_02_cannon_F] 250000 V-44 Blackfish Vehicle Transport [Exile_Plane_BlackfishVehicle] 300000 M2A1 Slammer [b_MBT_01_cannon_F] 400000 A-143 Buzzard [i_Plane_Fighter_03_CAS_F, I_Plane_Fighter_03_AA_F] 500000 A-10A [RHS_A10] 550000 A-164 Wipeout [b_Plane_CAS_01_F] 600000 F22 [rhsusf_f22] 700000 Kuma [i_MBT_03_cannon_F] 800000 Slammer UP [b_MBT_01_TUSK_F]
  18. Not my decision to start deletng bases, tho having checked the database your base was one day past the expiration date. The auto cleanup tool should delete any base not upkept for 14 days. I imagine seeing your base half dismantled and past the auto delete due date it was thought the cleanup script was not fuctioning correctly and the remains were removed. The upkeep even on large bases is not much, everyone should upkeep regularly. Something might come up unexpected, might not be able to log in for a few days and you come back to a missing base. Knowing my fabulously reliable BT net, I try to upkeep mine once or twice per week. Let one of us know what you're missing and we'll get you sorted.
  19. We have made 68% of the changes you suggested. Due to which 40% of players have complained about 75% of the changes and 90% of the players have complained about 15% of the changes. In future we should run polls before making changes.
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