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Thread: Wasteland .9g Test Reports Thread
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04-01-14, 02:31 AM #11
Re: Wasteland .9g Test Reports Thread
Both fixed just tonight.
The problems with adding more towns are that it would dilute the players and thus reduce random encounters, and it would spawn more vehicles, which further increases server lag while most of them never even get used. I did reduce the number of vehicles by 50% since last year's revisions, as 300+ vehicles slowed down the server pretty badly after just an hour or two.
The loot system was made that way on request by many other server owners, which wanted loot outside of towns and a greater item variety.
For now I don't intend to change the prices, but if experience shows that they're indeed too easy to obtain, I will review them.
This is being addressed with the mission system rewrite that will come in v1.
http://www.youtube.com/watch?v=ztVMib1T4T4
I'm unsure about that. Either way, it's not that much of a priority compared to everything else that has to be or can be done.
Now, this one is a damn good idea, I'll put that on my v1.1 list.
Technically you shouldn't be dismantling them, the problem is that there is no way for me to disable that option. I will remove the BattlEye restriction, but do not expect the turret to work anymore if you reassemble it.
Arma 3 bug, I have no control over that.
Cannot reproduce, text and voice chat works fine on my end when performing any action.
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04-01-14, 07:35 AM #13
Re: Wasteland .9g Test Reports Thread
"The problems with adding more towns are that it would dilute the players and thus reduce random encounters, and it would spawn more vehicles, which further increases server lag while most of them never even get used. I did reduce the number of vehicles by 50% since last year's revisions, as 300+ vehicles slowed down the server pretty badly after just an hour or two.
The loot system was made that way on request by many other server owners, which wanted loot outside of towns and a greater item variety. "
Yes, it would reduce the number of random encounters. However, on a map the size of Altis, with the current number of towns, random encounters are still rare even on a packed 60-80 player server. The main source of encounters are ambushes on the major roads and missions. If there is a good group going, someone will run back to the nearest town to activate it as a spawn point for the newly dead; to get back in the fight. Since a lot of missions are in out of the way places, more spawn points = faster spawns to continue the battle. Now, buying a spawn beacon would be a better solution, but they are pricey and not everyone will buy one. The proposed "revive" is something a number of us have played with, and it would serve nearly the same purpose. It really promotes continued action; winning as a group becomes so much more important.
Conversely, dialing back the number of vehicle spawns a smidgin in existing towns and dispersing amongst another 5-6 smallish spawn towns would be another possiblity.
I do really like the loot system now. But that's maybe just me.
Bottom line though, focusing on getting what's coded now to work as intended is the primary concern. And overall, performance is most important.Last edited by dreaddman; 04-01-14 at 07:37 AM. Reason: errors
Sent from an undisclosed location.
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04-01-14, 12:59 PM #14
Re: Wasteland .9g Test Reports Thread
Ok, so I worked a few things out for myself (DB helped),
First - Selling items (weapons) to the gun store. I was able to load stuff into a quadbike and while holding the quad I walked up to the gun store guy and a scoll wheel option of "Sell Contents" came up. Same with a weapon crate. Both worked.
Second - Tripod Mounted Weapons or Static Weapons. I was able to Move this object the same as weapon crates or such and they loaded and unloaded into vehicles with no problem. However if you use the scroll wheel and select "Disassemble" you will be disconnected from the server. When this happened to me I spawned back in with everything but my gun. So for right now you can't disassemble the tripod weapons into the two backpacks to be carried by two people. I had the same thing happen to me a few days ago when I tried to disassemble one of the small UAVs to it's backpack form.
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04-01-14, 06:28 PM #16
Re: Wasteland .9g Test Reports Thread
Paul Reubens is Dead Serious - YouTube
Yes, Im dead serious! Think of the virtual environment of Greece man!
I cant talk for the tpg playerbase here, they might have an different opinion.
Just saying that ppl usually play wasteland because they would like to avoid OP shit like the planes MBTs and "gunships" and rather go light vehicles and infantry, infantry & more infantry....
This is why ppl play waseland and not arma3 you know
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04-01-14, 06:38 PM #17
Re: Wasteland .9g Test Reports Thread
Prices appear to be very low. It's nice for testing, but it puts less importance on a lot of the missions involving money since you can do one and pretty much be decked out.
There are a lot of missions that involve armed vehicle patrols and they are a bit too easy to obtain and seem balance breaking. Some more missions involving camo truck patrol or some foot patrols would be nice.
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04-02-14, 06:42 AM #19
Re: Wasteland .9g Test Reports Thread
I'd say that most of the TPG player base is not high on armed jets, and MBTs should either be plentifull, or very hard/impossible to get. Both in the hands of a skilled pilot/crew can break the back of the opposing side if there is no counter. MBT optics and gun = silent death from 1000+ meters. Gunships can be brought down if you know what you're doing, and armed Hunter, Ifritz, etc. are pretty cool and well liked. Heli's are extremely useful to get around the map to missions and end up sparking battles themselves.
Now, this is on Altis. If we were talking Stratis, that would be a different matter.Sent from an undisclosed location.
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04-02-14, 09:43 AM #20
Re: Wasteland .9g Test Reports Thread
Im not suggesting that MBTs or "gunships" should be removed from the whole game/mission... I mean that they ( IMO ) should be removed from the "freebie-missions" and replaced with something lighter e.g. MBTs>APCs>Armed hunter/strider/ifrit, "gunships">pawnee, GH or Orca.
Yes, gunships can definitely be brought down if you know what you are doing, but if the pilot and gunner of a Blackfoot/Kajman know what they are doing as well? Well, shit sir, not very likely you and your squad will come out on top of that one, even if you have already have a couple of MPRL AAs. If you dont have it, good luck getting to a mission with launchers-crates with one of them f@ckers in the air
"Hunter, Ifritz, etc. are pretty cool and well liked"
Yes they are. They are also LIGHT and not very OP. You can take em out with small arms fire even. Got no "beef" with the light-armor sir.
"Heli's are extremely useful to get around the map to missions and end up sparking battles themselves."
Indeed they are buddy. Got no beef with them either, as long as they are not fitted with all of satans new toys that is
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