Looking for a developer that could set me up with an admin panel, help me set up the exile mod server on a hosting, and help me manage the server.
i would need help on designing traders for people to buy supplies and land etc.
i would pay you in cryptocurrency, i use updc token from upstake (it is a rise only token on the tron blockchain). please contact me on telegram @SmartCryptoBuyer or through here.
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Current Exile test Server 'Ronin Exile' with ambient systems and Zues control.
I specialize in ai systems and performance enhancement.
Another server project of mine using iniDB
]]>We are also willing to compensate a dev for their work, in particular a portion of donations we get would be negotiable as well.
PM Bork in the discord here, or PM me here as well, whichever suits you the best.
https://discordapp.com/invite/atwxrBG
We are looking to create a group/community to assist us upon the creation of an awesome Exile server.
This server is going to be on Chernarus Winter(CUP) and is going to be on Exile mod. its planned to be very developed and be unique.
Zombie survival, with challenging environment.
So please if your interested to join us and assist us please get in contact with me, there are plenty of roles that need to be filled, so if your dedicated and interested just drop me a message and we can arrange a meet.
come join discord and post a message in recruitment: https://discord.gg/3cESD3M
Thanking you Bparnham.
]]>AeoniumGaming is a new upcoming exile Server hosting team wich work alot with the community together to have the best experience for you!
We started with Chernarus Redux and a small Number of players but in just 3 month we grow up to the top 8 most visited Exile Servers worldwide and the 2nd best Chernarus Redux Server.
And now we wanna improve the whole Exile feeling for you with ideas and new ways to survive on our new Chernarus 2035 Server!
We are known for having a team of always fair admins!
Now we want to upgrade our team with new help.
Discord Member 1400+
Server Joins per Day ~ 700
we are just looking for people who have more than 500h Arma and are not new to the area Exile!
What we are looking for:
Supporter/Moderator:
the tasks of a supporter include discord and server support - active player support with Bugs & problems with other Players - observe the rule compliance
Dev's:
the tasks of a developer include just SQF Support (no player support needed) - Although we already have good developers we still want to top up in this area with experienced people
if possible German is the preferred language! but English is also an alternative.
if you have questions you can contact us.
Greetings Aeonium Gaming Team
]]>We are also looking for people with graphical skills aswell.
you can find us on our discord :
]]>Hey Guys, i am in need of a scripter for a new arma 3 server (setup and running) the server is very high loot and reward full militarized good player base,
i just need a mod/scripter that is willing to join the team and help with server scripts and mods detail can be discussed if you are willing to join and talk about the server Please join my discord, https://discord.gg/Axa5sT or add me Dice#7369
]]>Roles:
Developer: [Paid] 1/2 needed
Administrators: [Unpaid] 1 needed
Moderator: [Unpaid] 2/3 needed
Our discord link: https://discord.gg/wkxGeRA
Our website link: www.cmexile.com
Regards
Vengeance
]]>ich bin seit einigen Tagen dabei einen Exile Server aufzulegen der zum aktuellen Zeitpunkt auch schon läuft.
Aber ich stoße mitlerweile an meine Grenzen, da ich garkeine ahnung vom Skripten habe. ich kriege es gerado so mit mühe und not hin Skript´s zu Implementieren, wo durch leider Bug´s entstehen, wo ich wiederum keine Ahnung hab wie ich diese fixen kann. Oder ich sogar keine ahnung habe wie ich bestimmte Skript´s installieren soll, und dadurch regelmäßig den server Schrotte.
Ich würde mich sher über hilfe freuen.
LG
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Thus far it is heavy on crafting and scavenging including vehicle crafting. I've implemented the MarXet player market to encourage a secondary player economy as there are a lot of desirable items which are not purchasable such as crafting ingredients and rare weapons and ammunition.
For hostile forces I'm using DMS missions, Occuption 'hit squads' and loot crate guards and A3XAI air patrols and random spawns. Presently there is no 'good' or 'bad' faction on the server - the missions represent American, British, German, Japanese, Russian and Vietnamese forces and players are free to wear whatever suits them.
Lastly, since the weapons are primarily WWII to early Vietnam-war era, engagement distances are much shorter than with the vanilla weapons as scopes are few and far between and a vast majority are bolt action or semiauto only. This definitely changes the way battles play out as you must be considerably closer which puts submachine guns, shotguns and even pistols into a viable position.
MOD EDIT: Please don’t post server links or IP when recruiting staff.
POSTER EDIT: Anyone interested in being involved with this project please send me a message.
]]>Server is sitting idle (Not Modded Yet open to what mods we run and map)
VPS Location: Dallas (windows 2012 r2 server lic)
Website: https://deluxegaming.net/
Looking to build a dedicated team to work with running a community
PM me for fast reply
With what you would like to do/help with
P.S
Dont reply telling me how much effort or how long it takes you to setup a good server i know this shit already.
Thanks.
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Hello i need someone who knows how to scripts for some project ideas i have for my server contact me via discord on this channel or privately
quick brief
= Exile flag takeover for family
= Interactions
= Bank for familys
CHUBS1336
#8140
lol didnt mean to do this lol
]]>
Multiplayer balance, immersion, and known-issues:
KOS: KOS is mitigated by faction system, as players have to identify the player before shooting. Players who want to go full-defence and are bad at identification of friendlies have an option to craft tranquilizer ammo.
Gamma-abuse and nighttime: Nighttime is enabled, however nights are set in a way to have enough ambient moonlight, making gamma-abuse a questionable option. Besides that, ingame gamma option have been removed. If we won't be satisfied with these solutions: there is an anti gamma-abuse countermeasure for dark nights, but I personally question if pitch-black nights shall be enabled. Currently the nights provide enough light to see and stop thoughts of gamma-abusing.
Dynamic weather: From storms to valley fog to sandstorms. The weather is dynamic. I have set up a scripted way to mitigate all arma 3 weather bugs which exist in multiplayer, including cloud overcast problems(that moment when it's raining with clear skies, no more)
3rd person vs 1st person: A long-known issue which splits the community. Plans are to address it via custom 3rd person view mod called "CineCam", which is WIP by Zooloo75.
No atmosphere & nothing to do: Most crusial issue, which is in progress to be addressed. Goal is to take some suitable SP elements and make them work in MP, some progress has already been done, but a lot more to come, you will see a few examples below.
Updated visuals: Some visual fixes will come around, I have already spoken about night illumination, another example is fix for gradient sky full of ugly noticeble stripes - no more. There are much attention going towards visual quality during the whole 24-hour circle(time is accellerated, but not too much).
Single-player content in multiplayer: There is an enomours amount of open-sourced and free to use content in arma3, problem is: it works only for SP missions and has very limited use.
My goal is to save the time whenever it's possible and instead of trying to recreate the bycicle, further improve provided content and recode it to work in multiplayer.
As a side note: if someone wants and is able to provide simple ways of storytelling (small books and letters come to mind), it could be a great addition.
Survival:
- Eat&drink system is based upon crafting&looting. Not too hardcore and unrealistic when you have to drink&eat every 5 mins. However finding eat&drink will require either looting or crafting up to player's tastes.
If you are lazy to craft, survive and store the gear, you'll have to spend quite a lot of time on looting and exploration and vica versa.
- Desease: Mod already has very simple and basic desease feature, it may be enhanced by visual effects and various ways of curing, but that's a low priority atm. Since the mod already features a playable zombie class (still needs some polishing too), desease may be enhanced by a way of player slowly becoming a zombie, however that's also not my priority atm, hence why I'm looking for modders.
- Medical system is simple but feels well. There is no reason to make medical system too complicated, but it may be enhanced by crafting system requiring players to craft different types of medical supplies in order to heal different types of damage/deseases. It will have the same "eat&drink" formula: either spend time to craft the supply, or seek and explore relying on luck to find med supply that demands your needs.
- BP mod already has quite a lot of custom effects to different kinds of wounds.
Sandbox/living world:
- Player-to-Player(PTP) interactions and Player-to-AI(PTA) interactions. Sandbox is based on these two core game-design mechanics, both will enhance each other instead of one becoming dominant over another. How it's done:
1. No human-based AI. All AI are either anomalies(zombies/ghosts to name an already working few) or environment-based (hostile feral dogs/sandstorms/volcano eruptions as examples), as well as tamable dogs and horses (also already working. but needs polishing). Reason to avoid human AI: It destroys immersion and kill PTP, as AI cannot behave like real humans. AI become predictable over time(quite fast) and don't really add replayability, also they are simply boring in most known solutions. We don't need the ones who look like human, but behave like toy-puppets.
2. Ecomomics:
*Trading is based on barter deals between players(PTP). Which means there is no money as we know and no toy-puppet traders(remember, no human-based AI). Deals are done between players at their own risk!
While basic global chat is disabled, friendly factions have their own faction-specific global chat, which helps PTP interaction(yes, you still have to be cautious about some "friendlies").
*All gear/craftables can be stored in: Havens, hidden stashes, vehicles. Nothing is 100% safe though, and have it's own updsides vs downsides:
Havens are modified lockable houses which already exist on terrain. It solves an issue of big dildo bases in the middle of the map ignoring physics and common sense, usually turning the game and the map into ugly-looking minecraft and destroying immersion. Havens are inaccessible to other players but are exposed and can be raided via use of explosives (you have to destroy the house in order to access it).
However there is a countermeasure to haven raids called haven reinforcement - haven owners can secure their haven for quite some time, depending on reinforcement level. Havens are based around end-game crafting, as they have different kind of useful inner furniture, e.g. storing guns, fuel, water, cooking meat on a stove(which will be very useful for player once we manage to balance survival elements).
(Haven raiding helps to get rid of too much gear hoarding, as quite a lot of the gear will be naturally destroyed by explosion, once the haven got raided).
Stashes are another way to store gear, they are opposite to havens: extremely hard to notice and find if hidden well, but have no safe-mechanism. Their camo appearance depends on the faction you play. There are different kinds of stashes, some can look exactly like a terrain element, such stash blueprints are quite rare though
Vehicles are just a temporary way to store anything, as their only safe mechanism will be lockable garages(WIP), and they are quite easy to find even if hidden well.
*All gear is acquired by looting, crafting and leveling up your faction class. In order to loot and craft players will have to explore and visit different areas of the map, where they will often have to deal with PTA threats. Some places are semi-static, some are dynamic and won't appear at the same place: The goal is to mitigate the problem of same static hotspots leaving other parts of the map dead (it also fixes the problem of games becoming a pvp deathmatch around the same places as player population will be spread around the map and meeting another player is a rare unexpected event you have to keep in mind, not a pvp boredom).
RP/RPG:
RPG&RP is based on faction system. There are no server rules for player behaviour. Mechanic is simple yet effective: Killing your faction or friendly faction costs you point loss, eventually making you a traitor with no perks and only drawbacks. There are 3 hostile faction sides and 6 classes to choose from(besides zombie class).
Leveling system of some classes is based around 70/30 PTA-to-PTP mechanic, other classes 30/70 PTA-to-PTP, rest are in between both mechanics: ~50/50. Players can choose class based on what kind of gameplay they are interested in. PTP interaction progress is based upon capture the point, cooperation&PVP. PTA progress is based upon crafting, survival & clearing the anomalies.
Example of PTP interaction and RP-PVP:
Let's take "Capture the gas station" event as an example: Capturing the point is based upon cooperation of players in order take control of a specific useful area. As gas pumps are broken by default, in order to get the fuel you'll have to fix the pumps(take control of gas-station). Once the control is taken, the gas-station will only be usable by the faction that established it. For a limited amount of time or until the pumps become dry.
Example of PTA and RP-PVE:
Solo player makes his way into a mystic deseased area, where military trials have been taking place long time ago. He needs ammo, he needs gear, and he wants to clear that area. Needless to say, he will never get out alive.
Group of 4 players make their way into the same area after a while. They need ammo, they need gear, and they will have to fight and deal with the unknown..
Example of PTA and RP-PVE meeting PTP and RP-PVP:
3 out of 4 eventually make their way out alive, and if they're lucky, with some rare stuff. They're eager to meet with their dead party mate. They become uncautious. Right at this moment, two hostile faction players driving towards their area in a car - they have refueled at their faction's gas-station and are seeking for troubles..
Ballistics and Sounds:
- One of the most underestimated fields in arma. BP mod featured it's own gun sounds back in the days, and while they sounded good, they didn't really reflect how shots and bullets sound depending on different ranges. It is a problem known in both vanilla arma, other games, and all kind of mods, including known JSRS mod. Quite some work has been done recoding a vast asset of soundshaders. Most noticeble are suppressor sound change, as suppressors don't really silence the gunshot in real life. I won't dig into details, but expect guns to sound as close to how they supposed to, as possible, with a lot of attention to sound difference at different ranges.
- Overall ballistics and damage system will be further polished to take into account neck hits and other body areas hits which are ignored by vanilla arma3 damage system, causing unrealistic damage behaviour in some cases, especially when the target wears protection like vests (Helmets are not within the game as they make faction class identification a lot harder to do).
- Ambient music. Some places will have ambient soundtrack, usually the mystic ones. It'll be quet enough to not distract player from the game, but noticeble enough to reflect atmosphere of such places. Keep in mind, It won't be possible to turn it off, which is done on purpose to bring fair gameplay while enhancing atmosphere of specific place.
Map:
I will not go too much into details on the map as I don't work on creating new terrain. Mod will use the most suitable, interesting and fresh map the arma 3 community can provide. No specific map yet, but there are some quite creative terrains in the work. We will make sure it's not small, suits the post-apoc environment and have top-design. If needed, we got some expirience with map's editing, but I feel that creating a mod-specific terrain is a waste of resources, even though it's one of the most important parts of game-design.
Ok, this has already become a wall-of-text (and I haven't even finished yet..). If you are an expirienced modder and got interested in the project, feel free to contact me.
If you got a bunch of ideas, but have never been into modding or coding, please don't waste your time. Ideas part is easy, their implementation is another story.
Reason to post on Exile forums: Exile is quite similar and I feel that described kind of community is hanging around here. I apologise if I break any rules, but I feel that Arma3 survival sandbox needs some fresh elements to stop stagnation. Thanks for attention.
Hi there.....
I am looking for people who like to join a community that i just started...
The reason i am looking and posting a topic here is that people i know don's share the same love for Arma 3.
I wanna see something i can setup with others to success and make a server other players as team can enjoy.
I have setup the voice communication as the website.... all just need to be modified to my needs and all help is welcome.
The project name is: Game Fail (game.fail)
So i am looking for new members you can fill in i think what a new community needs and wants.......
Do you see yourself as some one who wanna join a new project and see how far we can get with it...
PM me or reply here
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