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Everything posted by Stoob
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Something I remember from A2 Epoch was the low poly skull and crossbone replacement for dead bodies and the cross from A2 Origins. Could possibly increase server performances if bodies where turned into low poly loot piles rather than the dead ragdoll. Instead of a ragdoll how about a cross, tombstone or casket. Perhaps the shovel could bury the casket to show a tombstone which could be inspected.
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Move base ownership to families rather than the player to allow servers to reduce base count.
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Yes please. It's a waste of loot.
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The ability to rename base cameras on placement.
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The ability to upgrade base code locks to remote lock/unlock open/close from the XM8 within 100m.
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I think this just determines what surface the player is walking on for sounds etc. It's not possible to change the core texture without releasing an edited map.
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nightstalker Night stalker too good?
Stoob replied to <UGA>GrimAnima's topic in Constructive Criticism
The chevron you see on the Nightstalker is highlighing last known positions, moving targets, vehicles, wildlife, crates etc. Moving targets and last known positions are actually done autonomously by your character (which is just an AI you are physically in control of) so if your group leaders AI autonomously calls out a target and you rotate to look in that direction you'll get a chevron marking the targets position. Any veteran A3 player can use this to great advantage. It is overpowered in a way but not nearly overpowered as something like a UAVs target locking. The biggest issue with these thermal scopes is the ability not only to see thermal contacts but also being able to see the range to the target. Now as far as I recall, unless it's been changed, is that the ranging ability was removed in exile. I might be wrong however. -
Database wipe for next release? Wowzers
Stoob replied to agentGoonie's topic in Constructive Criticism
About time. -
I agree. However, the core issue lies with BI when they released the marksman DLC and made 7.62 as worthless as 5.56.
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VAC bans should be logged and the player highlighted through the admin panel, perhaps under a different colour. Gives the sever admin/moderators a hint to check up on these players. I hate that BI went with BE instead of VAC bans when A3 first came out.
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Anyone that knows how to use UAVs correctly will tell you that they are OP as fuck. If the UAV has you locked as a target then hiding in buildings won't help you since it continues to track you regardless.
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Parachute spawning is buggy as hell. Needs godmode till on the ground.
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Server I play on moves any vehicles left inside central to the salt flats on restart. Works well.
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I blame the testers. Few times things have been "fixed" for example the "not enough inventory" bug when using a workbench that is high above ground level. Only to find the issue still exists.
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With InstaLocks it wouldn't surprise me if the devs added this in......
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I think you're misunderstanding the point I am trying to make. This topic was for discussing the revival system those who are for and against and their reasons. It's clear and was clear from the beginning that the majority of people want revives. I am for no revives but most people want revives so the discussion now should be how revives are implemented. We just need to make a new topic for revives so we can discuss how it could be implimented.
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@Vincent The biggest issue I have with the agruement of having revives left to the decision of the server admins is that the majority of players want revives so server that have revives disabled are less likely to get high numbers of players meaning server operators have no choice but to go with the revives to get the numbers. That being said the discussion now should be how could the revival system be balanced. Yes I agree every feature should have the ability to be turned on and off including revives.
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We're discussing the core mod here and possible ways of balancing a revival system. Also, unless you are part of the mods development team I fail to see how you can make such wild assumptions of what the mod is and isn't.
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I agree with revives not being added. Revives could be added if done well. Once per life, short revival timer, long revive animation. Would also like spawn towns removed and have players spawn randomly on the map when killed to stop players taking risks.
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It's been mentioned already but not many people know about them. I agree they would make interesting survalance cameras for bases.
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I agree with Phantomz. I've been playin arma 3 since closed alpha and while I originally hated their paid DLC approach (first DLC was karts) I now think it works really well. Arma at its core is a military simulator. You can choose not to use the DLC content in your mission files. Mod and mission developers make arma popular (wasteland, koth, days, epoch, sa-matra). i can understand if you just bought arma 3 to find out there is also 3 DLC packs but to then ask the mod and mission developers to remove DLC content which most of the players who have been playin arma for longer and already have the DLC is a bit unfair. Arma 3 only has two major DLC packs (helis and marksman) and its not like they are releasing a DLC pack every week. These DLC allow continued development and new free content like shooting from vehicles, bipods, advanced flight controls and so on. Sorry about the long post but the OPs comment annoyed me a little.
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Add the double click item option to vehicle, box, tent, safe options. Allows you to craft straight from your vehicle or boxes using the materials already present within the inventory. So you don't have to move wood back and forth between inventories.
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Error "you need more inventory" when cooking cans of food
Stoob replied to NedFox's question in Clientside
Still broken in the latest patch 0.9.32