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Thread: Explosives!

  1. Registered TeamPlayer maximusboomus's Avatar
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    #51

    Re: Explosives!

    Quote Originally Posted by dex71 View Post
    So when someone comes into the server for the first time and locks a few vehicles, but then doesn't come back, then what? Within a month, we will have a bunch of vehicles, likely with loot, that can't be unlocked by anyone, and the server gets to keep track of them and spawn them in at every restart. On top of that, it will eventually upset the vehicle balance because it will show X amount of vehicles on the server (so they won't be spawning in the wild), yet many of them will be useless.

    There needs to be a time limit on the locks.
    The way that epoch and overpoch works is if the vehicle is stagnant it despair after 7 days. Permalock was a feature in overpoch too, it lead to many people like me stealing wheels and screwing over people who decided to leave their vehicle locked in a field. We'd also destroy choppers that were locked. It made for different tactics (we never checked vehicles).
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  2. Registered TeamPlayer Ace22's Avatar
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    #52

    Re: Explosives!

    Quote Originally Posted by maximusboomus View Post
    The way that epoch and overpoch works is if the vehicle is stagnant it despair after 7 days. Permalock was a feature in overpoch too, it lead to many people like me stealing wheels and screwing over people who decided to leave their vehicle locked in a field. We'd also destroy choppers that were locked. It made for different tactics (we never checked vehicles).
    You are referring to A2 Epoch/Overpoch right? Yes, there were timers for abandoned vehicles. But, players had keys on them. You killed someone - you took their key - you stole their ride. IMO timers need to remain where they are. Half hour is plenty. It gives you enough to time fight and get back to your car. It's even long enough to fight, die, and run back to your car.

    Extending timers make vehicles untouchable-and takes them out of play. Basically once an owner, always an owner. It would be BS to have to wait any longer after killing someone to be able to steal their vehicle. You wanna keep a vehicle, build a garage for it. Don't die and have someone there to steal your wheels.

    With the half hour timers how many times has any 1 person left a vehicle stashed in the woods and come back to it 30-90 mins later and it not been there? Rarely. You lost your wheels bc you died. Rightfully so !

  3. Registered TeamPlayer Merritt's Avatar
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    #53

    Re: Explosives!

    Quote Originally Posted by Ace22 View Post
    You are referring to A2 Epoch/Overpoch right? Yes, there were timers for abandoned vehicles. But, players had keys on them. You killed someone - you took their key - you stole their ride. IMO timers need to remain where they are. Half hour is plenty. It gives you enough to time fight and get back to your car. It's even long enough to fight, die, and run back to your car.

    Extending timers make vehicles untouchable-and takes them out of play. Basically once an owner, always an owner. It would be BS to have to wait any longer after killing someone to be able to steal their vehicle. You wanna keep a vehicle, build a garage for it. Don't die and have someone there to steal your wheels.

    With the half hour timers how many times has any 1 person left a vehicle stashed in the woods and come back to it 30-90 mins later and it not been there? Rarely. You lost your wheels bc you died. Rightfully so !

    Only way I see unlimited working is some kind of cleanup script that will delete the vehicle after a few days



  4. Registered TeamPlayer B-@-n-@-n-@'s Avatar
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    #54

    Re: Explosives!

    If you thought vehicle hoarding was bad now you put unlimited locks without keys then its just gonna turn into used car lots at bases where you cant buy shit. I haven't heard overwhelming cries for unlimted locks ether. Maybe a longer locking period like 24 hours would work for keeping new players who need to store their shit cause they don't have a base but other then that I don't see a huge reason to change it.
    Likes SpecOpsScott liked this post
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  5. Registered TeamPlayer LAYGO's Avatar
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    #55

    Re: Explosives!

    Maybe a small compromise be a 45-60 min timer?
    Likes SpecOpsScott liked this post
    oh hai


  6. Registered TeamPlayer SpecOpsScott's Avatar
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    #56

    Re: Explosives!

    Personally i like an hour. Its kind of arbitrary but, i noticed it can take a good 30+ minutes to do any solid looting, or to get to and from a mission when approached from afar.
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  7. Registered TeamPlayer DMoss's Avatar
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    #57

    Re: Explosives!

    Pretty close to giving up on this server, folks.

    The fatigue system is absolutely ruining my gameplay.

    Edit: may return when you guys figure everything out. As of now, my game play experience is terrible on this server. Good luck.
    Last edited by DMoss; 03-13-15 at 11:28 PM.

  8. Registered TeamPlayer Chadian's Avatar
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    #58

    Re: Explosives!

    Quote Originally Posted by DMoss View Post
    Pretty close to giving up on this server, folks.

    The fatigue system is absolutely ruining my gameplay.

    Edit: may return when you guys figure everything out. As of now, my game play experience is terrible on this server. Good luck.
    Yeah, vetoing deployables AND making you have to lay down after running a few hundred meters is asinine. It's not our server, and it's clear we are looking for a more PvP style of gameplay, so I'm with Dmoss, gonna move on. To your credit, everyone was very nice and it seems like a good community. However when it comes down to it, it's a game and games are meant to be fun, and this server isn't all that fun. I'll keep my eye on it, and if it improves I'll give it another go.

  9. Registered TeamPlayer BigHub's Avatar
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    #59

    Re: Explosives!

    For what it's worth, we had to turn the fatigue on due to the InfiSTAR update. It will ban players due to the no fatigue. Until when/if InfiSTAR fixes this, then fatigue will remain on.

    I would rather have to drink a soda or two, rather than deal with a bunch of hackers on the server. To each his own, I guess. We are just trying to provide a fun and hacker free environment. The previous InfiSTAR version was being bypassed by many players and they were able to hack away.
    Last edited by BigHub; 03-14-15 at 01:51 AM.
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  10. Registered TeamPlayer SpecOpsScott's Avatar
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    #60

    Re: Explosives!

    Quote Originally Posted by DMoss View Post
    Pretty close to giving up on this server, folks.

    The fatigue system is absolutely ruining my gameplay.

    Edit: may return when you guys figure everything out. As of now, my game play experience is terrible on this server. Good luck.
    Please do. You guys were/are a great addition to the server and i for one would hate to see you go. All i can say is we are trying very hard to have all of our ducks in a row to offer a complete package, and solutions to some if not all the issues that have arisen for the .3 update.

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