Jump to content
Old Guys Gaming
Search In
  • More options...
Find results that contain...
Find results in...

Corylus

Senior Member
  • Posts

    9
  • Joined

  • Last visited

  • Days Won

    1
  • Donations

    0.00 USD 

Posts 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. 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.

    You have players with 50+ vehicles. I think that is extreme. I feel guilty for running a dozen or so but I can see why people might want 10-20. But do they want better fps more? personally I can live with the low fps and I can live with a more restrictive server but I don't want to live with a server that loses its current veteran population or admins because those are the two selling points of the server.

    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.

    Increase the capacity of vehicles so players don't need a fleet of box vans. The little tow truck that has just been added is a brilliant addition. It carries the same as three tempests/zamaks! I just wish the softskins had more realistic carrying capacities. The big trucks especially.

    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.

    Put a locked ammo and repair truck at each petrol station?

    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.

    Okay. Then my comments relating to that are null and void. I just assumed that quantity stuff = problem.

    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.

    Yes. It is a very strong selling point but at the moment it trumps any other playstyle to the point that it interferes with people on foot using softskins and those trying to do missions as quite simply the game is locked in an arms race against players with big pewpew vehicles.

    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?

    Yes. Imho. This is a good longterm solution. Better game performance also increases the longevity of helicopters, so even if they are more expensive or take longer to earn they will last a damn sight longer.

    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 

    I have seen the script which allows you to spawn a vehicle when you spawn/respawn. Could we not have that and do away with all the world spawns?

    I already made a couple attempts to improve that, as did Jason with the DP buildings.

    The DP buildings require wooden walls to protect them. Jason reckoned he could either increase their hitpoints or toggle them indestructible. If that would be the case. Myself, as an example could reduce my base from 300 pieces to under 50. A hangar + 10 walls makes a very good starter base. To do that before with walls would require around 100 pieces. But nobody wants to risk losing a hangar with all their vehicles inside to some idiot in an apache or a cheetah being careless.

    Maybe the resale price of vics and the contents of loot crates should be halved?

    Imho. Yes.

    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?

    Imho. Yes.


    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.

    Imho. Yes.

    If you are taking a long break and are that desperate to keep your stuff you pay a friend or an admin the monies in advance and give them the permissions to pay the rent.

    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.

    Imho. Yes.

  4. 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.

  5. 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

  6. 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)
    • Upvote 1
×
×
  • Create New...

Important Information

Terms of Use & Privacy Policy


This website is not affiliated or authorized by Bohemia Interactive a.s. Bohemia Interactive, ARMA, DAYZ and all associated logos and designs are trademarks or registered trademarks of Bohemia Interactive a.s.