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Thread: Wasteland .9g Test Reports Thread

  1. Registered TeamPlayer SourceSkills's Avatar
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    #41

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by Merritt View Post
    In my opinion.......

    Greatly increase stamina.

    Greatly decrease the number of armed vehicles available at the beginning of the cycle. Remove armed planes and heavy tanks completely.

    Team resources such as saved money and bases get reset to 0 every 24 hours.

    Remember why most people started playing Wasteland was because they loved DayZ but wanted more PVP engagements. Wasteland is more like a cage fight. Everyone starts in their corner pretty much even and the bell rings (server restarts) everyone scrambles to find a bigger chair or table or baseball bat to hit the other guy with. Remember when 2 guys could set up an ambush with a couple of shitty guns and have a reasonable chance of gearing up from people they killed. Now everybody just spawns in with a Zafir and AA missiles.

    Also we need to find some way to extend the battles. Some hope of making it back to the fight before it is over. Whether it be team helicopter spawns, cheaper spawn beacons ( or mission retrievable) or some kind of revive system.


    Sent from out back behind the shed
    This

    And a weird bug I noticed last night. It seems that if you keep the correct interval going between crouching and a standing stance you wont run out of stamina. It's kind of difficult to do but not so much so that it couldn't be taken advantage of I am thinking.

  2. Registered TeamPlayer AgentRev's Avatar
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    #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.
    Likes BigHub, Nuckle, SourceSkills liked this post

  3. Registered TeamPlayer Nuckle's Avatar
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    #43

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by AgentRev View Post
    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.
    Awesome, thanks rev




    Sent from my iPad using Tapatalk HD

  4. Registered TeamPlayer BigHub's Avatar
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    Gamertag: JHubb05 Steam ID: BigHub BigHub's Originid: Hubalicious
    #44

    Re: Wasteland .9g Test Reports Thread

    Sweeeeeeet. Now if I can get my son to sleep more than 30 min, I might get to play.

    Nuckle and others: has BEC been displaying the restart messages?

    Sent From YoMommaTalk

  5. Registered TeamPlayer Nuckle's Avatar
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    #45

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by BigHub View Post
    Sweeeeeeet. Now if I can get my son to sleep more than 30 min, I might get to play.

    Nuckle and others: has BEC been displaying the restart messages?

    Sent From YoMommaTalk
    It did but now it is not.

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    #46

    Re: Wasteland .9g Test Reports Thread

    Ah ha... It should be now. I forgot to set it to automatic on LAM, it was on manual. It's up and going now.

  7. Registered TeamPlayer AgentRev's Avatar
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    #47

    Re: Wasteland .9g Test Reports Thread

    I am taking suggestions for what you would like to see on the scoreboard that will be added with the revive system, you can either write them here, or over at the A3W forums here.

  8. Registered TeamPlayer Ace22's Avatar
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    #48

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by AgentRev View Post
    I am taking suggestions for what you would like to see on the scoreboard that will be added with the revive system, you can either write them here, or over at the A3W forums here.
    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.

  9. Registered TeamPlayer Ace22's Avatar
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    #49

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by Merritt View Post
    In my opinion.......

    Greatly increase stamina.

    Greatly decrease the number of armed vehicles available at the beginning of the cycle. Remove armed planes and heavy tanks completely.

    Team resources such as saved money and bases get reset to 0 every 24 hours.

    Remember why most people started playing Wasteland was because they loved DayZ but wanted more PVP engagements. Wasteland is more like a cage fight. Everyone starts in their corner pretty much even and the bell rings (server restarts) everyone scrambles to find a bigger chair or table or baseball bat to hit the other guy with. Remember when 2 guys could set up an ambush with a couple of shitty guns and have a reasonable chance of gearing up from people they killed. Now everybody just spawns in with a Zafir and AA missiles.

    Also we need to find some way to extend the battles. Some hope of making it back to the fight before it is over. Whether it be team helicopter spawns, cheaper spawn beacons ( or mission retrievable) or some kind of revive system.


    Sent from out back behind the shed
    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.
    Likes SourceSkills, AgentRev liked this post

  10. Registered TeamPlayer SourceSkills's Avatar
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    #50

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by Ace22 View Post
    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.
    Again this.

    Sent from my SAMSUNG-SGH-I337 using Tapatalk

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