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Corylus

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Everything posted by Corylus

  1. Spawning AI are covering the map at the moment. Can't respawn. Too many under spawn areas. Seems just to be a function of the number of players around the spawn areas at peak times. AI glitching through walls & buildings and swarming inside bases every couple of minutes and then camping corpses. Seems to be a function of DP buildings being "transparent" until they survive their first game reset and being saved to the database. Going to have to lay down hundreds of wooden walls just to keep them out. Probably only necessary for initial base buildings. Take a butt-tonne of walls and wall off your building area then remove once the DP buildings are settled.
  2. Arma 3 Server Monetization From February 1st 2015, anyone is allowed to monetize their Arma 3 server in the following way as long as they're registered, approved and listed on https://www.bistudio.com/monetization/approved/arma3:'>https://www.bistudio.com/monetization/approved/arma3: •Charging players to access your server, if the fees and associated perks do not affect gameplay in any way, is allowed. Cosmetic perks are allowed. Limiting access to only paying players is allowed. •Product placement, in-game advertising and sponsorship is allowed. •Selling of in-game items, that don’t affect gameplay, is allowed. •Accepting donations is allowed, but to avoid any doubts: not providing donations must not prevent anyone from accessing the content. If we feel anyone on the list at https://www.bistudio.com/monetization/approved/arma3 is exploiting any loopholes or is not acting in the best interests of the Arma 3 community, we will remove them. That will mean they will have to cease this kind of monetization immediately or face legal action. Before applying, please check the following FAQ The permission is given for a limited time. It will expire on January 31st 2017.
  3. THE TESTS (1) The lag was decreased by 40%? or the FPS was decreased by 40%? or both? (2) The tests were performed with the current set of missions and AI scripts running? (3) The tests were performed with the current server population numbers? (4) What client side settings were the testers using? (5) Could the same increases or better increases be generated by reducing the number of missions or AI scripts? I am sceptical of the results of your tests (especially without seeing the parameters) 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 don't find it surprising that you can get a 40% increase in performance by removing two of the three key features which bring the players to the server. The third being the roaming AI scripts. A good analogy would be chopping your legs off to become 40% lighter to solve a weight problem. The biggest issue the server has imho is the economy is broken. You can buy and have anything you want pretty much instantly so keeping things, earning things and not treating everything like disposable toys is huge issue. This mentality probably creates 90% of the database clutter. There are two ways to reduce the number of 'things' on the map. Make them harder to get. Remove the necessity to have them in the first place. BASE AND VEHICLES If you want to tackle the vehicle issue here some options (a) increase their price (b) remove the towing script © reduce their resale value (d) loadout vehicle script for spawning players (d) reduce the despawn time of abandoned player vehicles (e) increase the number of spawn points to encourage people to play on foot (f) add more vendors (g) limit the number of vehicles per player (or per base). At the moment people treat even the highest end vehicles like disposable toys, driving around destroying everything in a 1.5km radius until the vehicle gets destroyed. Then they blame the FPS and server performance - rinse and repeat. If you remove the towing script and/or decrease vehicle resale value then you solve a lot of your economy issues. The majority of revenue raised by players is from captured vehicles. You can drive around in a Cheetah and earn 50-250k an hour easily. If you add more vendors people are going to stop abandoning hundreds of vehicles, hoarding hundreds of vehicles at their base, and generally hoarding equipment all over the map and at their bases. Some further suggestions below. The problem is current players bases or abandoned bases not being recycled quick enough? Bases cause lag locally where there are high concentrations? They need to render as players move into the area? People are going to build bases near spawn points and traders. (a) Increase the number of vendors (even if the vendors just buy and don't sell/sell extremely limited number of items) and spawn points. Open up the map and disperse the pbase. The majority of players are clumped together in tiny area for a very good reason and mostly out of necessity. (b) Increase the flag pole costs. © Remove the building supplies from the traders. Make them cut down the trees and scavenge the scrap metal and stop being so lazy! Make the act of building a base an achievement (d) increase the distance between flag poles. My post is very short because of the word limit. I would like to have been able to make a stronger argument for each point. WHY DO I HOARD? If I make the bold assumption that players have similar needs/playstyle to myself, why do I have so much 'stuff'? Vehicles provide the most accessible and mobile form of storage. I can't get the stuff I want to keep into a single or couple of vehicles so I maintain a whole fleet. I have more vehicles as well to go out and collect loot from roaming AI and missions. If you want to do a mission at the moment you have to take two high capacity vehicles with you. (a) Why not remove the loot in the crates and merely replace it with bundles of monies? Make the AI corpses/guns despawn quicker to remove the necessity to strip down and loot every corpse? (b) increase the capacity of vehicles so players don't need to have whole fleets © increase the ammo capacity of vehicles so people don't need to have ammo trucks scattered all over the map (d) alternatively remove the ammo trucks from the vendors and have only static ammo dumps (either ammo trucks locked by admins at key positions or use the rearm/repair scripts) (e) ditto for fuel trucks (except we already have petrol stations and fuel pumps you can buy at the DP vendor). Why does my base use so many pieces? Firstly I reduced my piece by 200 pieces to around the 50-100 mark. Then I discovered the DP buildings were very flimsy. Make the DP buildings indestructible and cost more. This way I don't feel the need to cover them with wooden and reinforced walls to stop my vehicles and buildings being destroyed by friendly fire/malicious players. My base is fortified and the size it is for two reasons (a) the ridiculous amount of HE being sprayed everywhere by players and crashing helicopters (b) to stop stuff being stolen © to gain height so I can compete with players in tanks with radars engaging at the 1-2.5km radius. My base is not fortified to protect against AI (d) most importantly because it is fun to build. What 'stuff' do I hoard? I hoard ammunition, clothes and food. Clothes are hoarded because of the bug. I keep a mountain of food/drink because I consume it so fast. You need to consume way before you get to red because of the shakes to aiming. It is very annoying/dangerous to have to stop halfway through combat or four or five times during a mission to eat/drink. (a) Reduce the need to eat/drink as frequently (b) add more water coolers/make them cheaper at the DP vendor © more loot spawns for food. BAMBI STUFF? Do we need to have as much loot spawning in buildings as we do at the moment? How much of it is ever picked up by new players? Would having more spawn points and trader access remove the a lot of this necessity? Can we be more charitable as pre-existing players to new players? Could players merely spawn with more or better gear and we do away with a lot of the loot spawning or all of it? Sorry post got eaten by limit had to split it into two parts. Editted to add: I am not bothered about a wipe, how much tabs I get back (zero is fine), or how frequent the wipes come. Just as long as I know when. The only concern I have with the wipe is the behaviour of players leading up to the wipe. I want to enjoy myself without being stomped on by people going batshit crazy and just YOLO'ing all over the map in an attempt to spend all their money and destroy everything.
  4. Would it be possible to update the XM8 to display the server rules as they currently stand? Some problems I had today: (1) people claiming missions from 5km + distance (2) people removing other peoples claims (from great distances or half way through completion) (3) people writing the just the word claimed on missions (4) people leaving missions marked moving on to other missions (5) people driving on to other peoples missions with tanks/attack helicopters and clearing them, looting and running off (6) people marking multiple missions at the same time (7) people refusing to write their name on a mission and just marking it claimed after fulfilling one or more of the points above (8) people ignoring all of the above when spoken to in teamspeak, in side chat and when messages are typed over the missions on the map
  5. BASE Level Reputation Radius No. Pieces 1 5000, 30, 50 25 2 10000, 45, 100 35 3 15000, 60, 150 45 4 20000, 75, 200 55 5 25000, 90, 250 65 6 30000, 105, 300 75 7 35000, 120, 350 100 8 40000, 135, 400 150 9 45000, 150 200 10 50000, 175 250 LOAD CAPACITIES Helicopters with the Sling Load ability: MH-9 Hummingbird: 0.5 tonnes (500kg) PO-30 Orca: 2 tonnes (2000kg) WY-55 Hellcat: 2 tonnes (2000kg) UH-80 Ghost Hawk: 4 tonnes (4000kg) CH-49 Mohawk: 4 tonnes (4000kg) Huron: 10 tonnes (10 000kg) Taru: 12 tonnes (12 000kg) Sling Loadable vehicles and objects Wheeled vehicles Kart: 150 kg Quad bike: 280,8 kg Hatchback: 1090 kg Hatchback (sport): 1090 kg SUV: 1600 kg Offroad: 1615 kg Offroad (armed): 1615 kg Truck: 2400,04 kg Truck Boxer: 2509,4 kg Hunter: 8306,6 kg Ifrit: 8392 kg Zamak Transport (covered): 9375,48 kg Strider: 9700 kg HEMTT 10 842,8 kg Zamak Transport: 10 867,8 kg HEMTT Transport: 10 942,9 kg (untested) HEMTT Transport Covered: 11 026,2 kg Water vehicles Assault boat: 565 kg Rescue boat: 565 kg SDV: 2600 kg Note: Not the motor boats! Objects Temp Storage Small: 500 kg Temp Storage Large: 500 kg Offroad loading An offroad can be used to load certain vehicles and objects. In order to load the vehicles or objects onto the offroad you must place the vehicles or objects behind the offroad and then you should be able to select a load function when opening the scrolling menu of your offroad. Loadable vehicles and objects Quadbike Kart Assault boat (untested) Rescue boat (untested)
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