DeMiNe0

Member
  • Content count

    14
  • Donations

    0.00 EUR 
  • Joined

  • Last visited

Community Reputation

5 Neutral

About DeMiNe0

  • Rank
    Bambi

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi Guys! I just recently started playing Exile again. Would love to find another group to join up with to run missions, pvp and base build. I've most recently been playing on Legion's Exile server (my home), MGT, ATD, ADK, and BFE. Server selection doesn't really matter to me, I'll go where ever the action is. I'm a techie in my very early 30's, really laid back. I have a mic and Teamspeak, over 1200 hours in game. Here's my steam: http://steamcommunity.com/id/demine0/
  2. DeMiNe0

    Exile Group looking for skilled players!

    1. Age? 30 2. DayZ/Exile experience? Between DayZ, Arma 2 and Arma 3 probably a few thousand. 3. Overall arma 3 experience / hours played? More than a few thousand. 4. Skype information (so that I may get in contact with you) I don't use skype. Here is my steam: http://steamcommunity.com/id/demine0/ 5. Why do you think you would make a good fit? I'm down to earth, laid back and not annoying. I'm also a pretty decent Arma Player.
  3. DeMiNe0

    I'm lonely

    I'm always down to play. Add me on steam! DeMiNe0
  4. DeMiNe0

    Exile Group looking for skilled players!

    What server do you guys play on? I wouldn't mind joining. It's getting hard to find a consistent group of people to play with,
  5. Hi Everyone! Over the past several days I've been playing with the idea of starting a new exile server community. My vision is to put together a team of admins and developers and forge a community that has direct and easy communication back to the servers admin and development team. Part of my vision for this project heavily focuses around being community driven. What this means is that content on the server will be heavily influenced by decisions and actions taken by the servers community as a whole. Major gameplay changes will be staged on a test server and demo'ed to the community, allowing the community to suggest and preview changes, or vote for or against them. After the community has it's input, then the final decisions are voted on by the development team. This won't be a monarchy run by one person, rather it'll operate much more like a democracy. I want a close relationship with the community. I feel that's the best way to develop a product that everyone can enjoy to the maximum potential. I think it's also a great way to get people who are interested Arma modding and server development exposure to it, when they don't really know where to start, and could be an awesome conduit into finding new development talent. I intend to have a *VERY* active development sandbox that runs parallel to our production server; We'll just call that the playground. It'll run a semi current copy of our production database, with new and exciting changes that we're testing. Basically a PTS(Public Test Server) that's ALWAYS open to the public. You may join and experience some bugs while testing out some of the proposed new and excited features, but then we'll always have the stable production server running for you to enjoy too. Testing will always be done extensively on our PTS before changes are pushed to production, which allows us to eliminate most of if not all of the upgrade day bugs and exploits. One of the things that seem to be a common issue on the exile servers I've played on is the lack of administrator interaction with the community. A server that I'm very active on has an active and capable admin team, but seems to have put up a "4th wall" between them and their users. They introduce experience breaking changes to the server without notifying the community (for example, randomly adding armed vehicles after a reboot, causing people to file support requests because "hackers spawned vehicles onto the server"), or a critical service will go down (Such as teamspeak) and the admins won't announce the backup IP/DNS until close to 12 hours later after half of the servers playerbase decided to log off due to no TS being available. These are all situations that could have been handled differently to avoid a lot of confusion and those are mistakes that I wouldn't make with this community and is one of the main reasons I've visioned it like this. My endgame is to create an Exile experience that's unique to our brand. I'm interested in a semi-hardcore experience where things don't come easy, but they don't come at a ridiculously difficult rate either. I want vehicles, premium loot and bases to be something valued dearly rather than something that people can easily keep throwing money at to obtain. Explosives for the purpose of gaining access to bases shouldn't come cheaply either. It should take you a full day rather than an hour or two to gain enough money for something such as an ifrit. Traders at the the safezone shouldn't even exist if you ask me, except for maybe one that can buy VERY basic supplies off of without the ability to sell anything to them. If you decide to loot any military base or other high value loot spawn, it shouldn't come without having to take out a small squad of AI first. These are just a few of the idea's I have. All of these idea's will be wrapped up by a professional development and administrative team. We'll use real project management and source versioning tools to do our work. We'll follow real software development studio practices to ensure that everything works as smoothly and efficient as possible. Who am I? I'm just a dude who's getting bored of the servers I'm playing on and is getting tired of the lackluster admin experiences I deal with on those servers. I want to make a new exile experience and I want to learn while I'm doing it. I also want to meet new like minded people as myself. I've made some pretty cool new friends in my travels within DayZ, Arma and Exile. I'm sure there are a ton of other cool people I could meet and learn from by starting this project... So here I am! I have a very strong background in technology and IT+Software development policy. I've setup Exile and other Arma 3/2 servers before in the past, but outside of doing minor tweaks to missions and mods, I don't have a whole lot of experience on the scripting side of Arma. I figured this would be a good way to strengthen that skill set a bit. I have a lot of advanced experience with both Linux and Windows systems, and I have some web development skills as well. I worked in IT management for close to 10 years before moving over into software engineering. I'm currently leading a platform engineering team doing operating system integration for a Video/Audio conferencing software company. I also worked with the original DayZMod.com team as their QA infrastructure architect and their community server manager. What am I bringing to the table? I'm bringing about 10 years of experience in IT and software development infrastructure and policy management. It's something *very* useful to bring onto a project like this since most of these type of projects are generally pretty lacking in the management experience side of things. Having that experience will help guide us through the development process with as little hitches as possible along the way. I have my own modest cluster of servers setup at home on a 50mbit connection. It's a cluster made up of two ESXi servers. Both servers have redundant PSU's, x2 quad core 3.0ghz CPU's, and 32gb of ram on raid10 backed storage. It's a great setup for running the Arma 3 server, and has plenty of capacity to scale out into more servers if we want. With so many potential hands in the pot, the more servers we can spread our idea's across the better, right? If I reach my network limits, I can upgrade to a 150mbit line(although, for a good deal more $$$/m), or I could just skip that part and commit to coloing the machine in a datacenter. Colo prices are cheap near me. I can also carve out more VM's if we need an extra server for other stuff (like repo's, TS, website, ect). Point is though, we have more than enough server resources to get this project underway. I just need experienced people now. Who am I looking for? I'm looking for people with a little more than basic experience in setting up an exile server. Basically, if you're comfortable setting up an Exile server from scratch and applying one of the many mods in Downloads & Releases, than your experience qualifies. I'm looking for people who are 18 or older, although it's *NOT* a deal breaker if you're under 18. If you're under 18 and feel that you're mature and have the qualifying experience to match you should probably apply. Arma modding and map making experience or knowledge isn't required but would be a *HUGE* plus, as I've said I'm learning myself and having someone who knows more than I on that topic would be a nice little addition to the team. The biggest quality I'm looking for in a new team member is the passion of learning about this type of stuff. Arma is a big and complicated beast. I don't think anyone knows it 100%, so in a sense everyone is always going to be learning something. Learning how this big complex beast works and applying those lessons to developing our project is how we'll grow and become great! How do I apply? It's pretty simple... I don't think there is a point to any long winded google docs applications where you tell me why you think you're awesome for this team. I've probably heard it all before anyway, lol. If you want to apply the best way is to add me on Skype or PM me here and we can setup a time to meet up on teamspeak and discuss the project and talk about your experience. The Exile community is fragmented into a ton of different time zones so I think skype would work best for everyone involved. You can contact me on skype via username "DeMiNe0".
  6. DeMiNe0

    Limitations planned for .36

    Depending on the size of the clan, 2 bases might be too little. What happens when someone with a base decided to join a clan that has 2 bases allready? Instead of implementing a change like that, like I mentioned in my previous post, just make the flag poles much harder to get.
  7. DeMiNe0

    Limitations planned for .36

    I personally think that all of the base restrictions implemented should be done so as admin configurable values in the mission configuration file. I don't think implementing base part building restrictions that are this limiting is a good idea, except on the most popular of servers where bases are an extremely common thing. Being able to explore with different settings to find a middle ground to improve server performance while still preserving the base building experience we have now would be a great idea considering not all servers fall under that super popular category. I play on the very popular Legion Altis Exile server. It's ranked something like 28 out of all of the ARMA3 servers on gametracker ATM. I don't think the current server performance issues that I see on there warrant such a drastic redirection in the amount of allowed building objects. With the currently suggested values a level one base will only be able to be as large as either a 4x4 box, or a 3x3 two story without a roof. This leaves no room for anyone to be creative and makes building bases pretty dull. It would barely even house a vehicle. There is also the topic of glitch proofing bases. Many of us need to doublewall our bases, because certain people who play exile like to drive cars up to the sides of the bases and glitch through the walls. Double walling (making VERY narrow airlock around the ENTIRE first floor of the base) is the only way to prevent that when you build a base that doesn't float. A final solution to glitching should to be implemented before these are implemented. I think doing other things that admins could do to limit base building would serve as a better first resort. An example would be making flag poles harder to get. If server admins made it so that it costs 30,000-50,000 poptabs for a flag pole and also made them much more rarer and available only in the most difficult missions, this would result in less bases around the map and promote more group coordination with base building. The idea's i'm suggesting will allow players to still be innovative with their base designs, while still setting fair enough limits to reduce the amount of objects loaded onto the map at one time. The increase in the cost of obtaining a base will cause players to work together more and pool their resources when building bases, in turn strengthening the bonds that the player community has with eachother. I think it'll make bases more meaningful and everyone and their mother won't just be able to willy nilly build a base everywhere.