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Thread: Wasteland .9g Test Reports Thread
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04-10-14, 09:22 PM #42
Re: Wasteland .9g Test Reports Thread
I've just deployed hotfix 5 to the server, fixes punish/forgive menu not showing after being teamkilled, AI corpses now get ejected from vehicles on death, fixes multiple issues with sunken treasure missions, fixed players changing team still belonging to their previous team when in group, fixed warchest hacking, reduced plane spawn odds to 25%, and a bunch of other minor stuff.
Warchest and spawn beacon saving should become enabled at next restart.
There might still be some minor bugs with those changes, I haven't tested everything.
I just got a new job so I haven't been doing as much as I would've wanted lately, but I can tell you I'm currently working on a revive system.
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04-17-14, 03:07 AM #48
Re: Wasteland .9g Test Reports Thread
This is an opportunity to set A3 Wasteland apart from the others.
My Thoughts:
Allow people to form groups (when adding the first player to a group, the leader should be able to name the group). These groups should show up on the scoreboard like op/blufor.
Give teams points for controlling areas, missions completed, players/vehicles/choppers killed. This will encourage people to work together, and to do missions and fight. Personally I'd like to see the scoreboard reset every 2 hours after an announcement is made for which team won. The server wouldn't necessarily need to restart.
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04-17-14, 03:30 AM #49
Re: Wasteland .9g Test Reports Thread
First off just want to thank Rev for all his work and to say please read this as constructive criticism and a single opinion. I think it's shared by other sand represents the masses but.... It's my opinion of course I think people should agree.
Since the release of Altis, the simple size of the map has been the greatest battle for the wasteland mod. The entire gameplay shifted. The reason I played this mod was defeated. Player engagements were reduced so heavily that that I felt like I was wandering around the map "waiting for an absolution that would never come".(whoever gets this quote should be as ashamed as I am for writing it)
A3 Wasteland has improved in many ways. Greater number and better quality missions, capture zones, plus player and base saves would be the highlights for me. Unfortunately, imo the gameplay in the mission has taken a step backwards. There is no-longer any weapon progression, and initial gear up times have been extended. Instead of spawning in and finding a weapon on a vehicle we have to search buildings. After finding something most people will go to a military barracks 1/50 or 100 on the map? and search further. Here they can find end game gear such as high calibre sniper rifles. After this point there is little need to hit missions because players are kitted out. In addition, because it took them 20-30 minutes to gear up in safety and seclusion they are less pressed to want to fight and engage people in fear of another half hour regear. In addition, the gun stores are rendered obsolete because players have been able to find high tier gear in the military barracks. What does this mean to people playing wasteland for pvp? There is no-where to go for action (missions and gunstores are dead). I drive the map between missions that are 13km apart looking for people.
Tbh, I think Sumatra does this fairly well, but their missions are stale. Players spawn in and find a vehicle and a weapon. There is a heirarchy on the server, where players that have completed missions are better geared. The alternative is to gather gear and haul it to a gunstore to sell it. In either situation this encourages players to move to concentrations points on the map (objectives or gunstores) Encouraging pvp! In addition, player revives are possible extending the battle experiences and potentially player lives.
What will make A3 Wasteland better?
-The biggest killer for this mission is shitty frames. I can run Breaking Point at 60fps, Sumatra at 50fps, A3W at 30fps
- More ways to bring players together and encourage pvp, 3-4 land missions, 1 water mission on the map at all times.
- enable sprint like in Breaking point (if not, then let the player run a full km before getting tired and slow), The map is huge! don't knee cap me by making me run at snails pace. Engagements are also hindered by this.
-After death, allow players to select 1/6 randomized towns to spawn from. Alternatively, remove all the spawns at the extremity of the map from the spawn table. A Selakano spawn and a 15km run back to the action is basically a cue for me to logout.
-revives (already in the works!)
-Good gear should have to be earned via mission or bought, again forcing players to go to high traffic zones.
-Get players into the action and out of buildings looting. Scrap all the weapons and item spawns in buildings. People wanting to scavenge will play breaking point.
My 2 cents.SourceSkills, AgentRev liked this post
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