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Everything posted by Alokeen
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It comes down to the same thing, doesn't it? A 'masterpin' would essentially be 'having the same password for everything'.
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Improve Exile - A Wishlist (56 Suggestions & Ideas - and Growing!)
Alokeen replied to Boxman80's topic in Feature Wishes
Tiered smeltering Upgradeable firepit, upgrades into a simple furnace, then a brick/concrete mantle-type fireplace with a tin chimney. Optionaly have the chimney as a separate upgrade. Crafting recipes could have requirements based on firepit upgrade level. -
On Tanoa, most (jungle, palm) trees give separate weapon holders for each log. The more 'ordinary' looking ones work fine. Will screenshot next time I'm in.
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No. Zombies. Please. Absence of Z's is one of two main reasons I play Exile. It seems that ever since DayZ, everywhere I look there are zombies popping out. Enough already
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Repairing vehicles while in combat is awesome
Alokeen replied to speedweasel's topic in Constructive Criticism
Agreed, it's a tough balance to strike. Bear in mind that you are citing a case where a conflict is happening close enough to a spawn so that a killed enemy can indeed get back again in time to influence the outcome. Not sure how common or uncommon such a situation is, just saying Perhaps make it so that the timer doesn't reset when interrupted, so you can fix it bit by bit, that way there is still the time factor, but also a chance for a loner to fix/defend. -
Also, a ghillie wouldn't actually protect you that well - radioactive particles from the air would actually get trapped in all that foliage in the suit, thus irradiating the wearer even after leaving the contaminated area.
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Repairing vehicles while in combat is awesome
Alokeen replied to speedweasel's topic in Constructive Criticism
Well, going it solo has its drawbacks... -
I have "ka-ching" ringing in my head now Well put mate! I just have a technical question, bearing in mind BI's "features for free, content is paid" doctrine, and seeing how a new island and items are content - how is it even an option to have people play Exile on Tanoa without owning the expansion/dlc/whateveryouwannacallit? How does including support for Tanoa prevent the mod from being played on other maps?
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That's all fine and dandy for money making, but a safe-sized hydroponic growing box would be nice for personal use Not sure how '0 fucks given about anything' would be coded into the game tho...
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How do you suggest implementing the music? Adding a few hundred megabytes to the mod file? If so, how do you suggest dealing with copyright issues? Streaming the audio from/via the server? (Bandwidth?!) Apart from that, do you think this is a feature that should supercede development of other features? Have you tried using Steam's inbuilt music player?
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Wrong guess But the tension you have while moving individual items to the ground and then into your vehicle, all the while hoping noone has a sniper aimed at the back of your head - priceless As for selling, what's the issue there - just pick what you want and dump the rest at the waste dump NPC?? Joking aside, exactly why it should stay as is or with a timer/progress bar: you get a crate of goodies to sell, it should be hard(ish) or risky. We can even pull the 'RL fidelity' card here - it really would take a while to load up X items in your car. A viable option would be to load up (mount) the entire crate onto your vehicle, but that too should take a short while and not happen in an instant.
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Nah... looting needs to bear some risk. 'Take all' is convenient, maybe too convenient even. Maybe make it so that you don't have to click so many times, but implement a delay/timer/progress bar, so it still takes some time. Perhaps not inside the territory tho, keep that part 'magic wand-like'
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You can build non-rectangular shapes, but you are forced to overlap walls/floors. Check this thread too
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True These topics come up every now and then, but I guess it doesn't hurt to show some appreciation.
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Yeah, by all means bigger pieces too, for the sake of performance. I was just mentioning the smaller ones for those nooks and crannies that you get when you're not building a big cube
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The number of auxilliary radio frequencies in arma is limited, bear that in mind
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It's a good suggestion. I would add smaller pieces as well - 1/4 and 1/3 size walls (width) and floors (width/length/both), possibly a few other variants like rounded walls/floors etc. Ideally, it would be wonderful if the engine allowed for object scaling in game, but I don't think it's possible just along one axis, if at all. As for base size, element dimensions shouldn't be a tool to limit the size but rather the volume of building area which is currently 'earned' with respect.
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Carry a second primary weapon in launcher spot
Alokeen replied to Surefire's topic in Feature Wishes
Yes. I would gladly go into an exhaustive discussion on that topic, however that is not what we are discussing in this one. Just to summarize my opinion sice you ask: I think that the inventory system in Exile could be very much worked on. Being able to haul X amount of base construction objects in a backpack is ridiculous, but it facilitates/simplifies simulation of the building process. -
Carry a second primary weapon in launcher spot
Alokeen replied to Surefire's topic in Feature Wishes
I see we share the same opinion on how the game should be, regarding ACE/ACRE etc. My opinion on the topic here revolves around making any one player an 'universal' asset - I believe that a sniper should be a sniper, and a CQB specialist should be that. Being able to swap rifles around so easily makes individuals OP in my opinion. Mind you, I play alone most of the time, so this 'feature' would make it easier for me, but I still argue against it - I write this just to remove any doubts about my motivation for arguing so. The fact that it's being done (I suppose with the 6.5 rifles that can be swapped in/out backpacks, as anything above that won't fit in a backpack IIRC), annoys me as well I'd make it so no rifles can be put in a backpack, and if you do want to haul a few (in order to move them around), you'd have to drop all but one in order to have it in the firing position, but that's just me Indeed, if we consider it's already being done, you are right in saying that it would be nicer if it was on the back instead of the backpack, altho I'd vote for some constraints being put in place to prevent the 'universal soldier' effect described above. As for your argument regarding easier switching of weapons - I'd have to disagree there too, for the same reasons as the general point - in my opinion, that makes a player OP. One moment you are a long range shooter, then someone surprises you and at a press of a button you equip your SMG or assault rifle and defend yourself agianst odds. I'm aware that your point of the rifle being on the back would warn the attacker of said possibility, but I'm against the very possibility, not the way it would be implemented or balanced. N.B. I know that it seems that I'm arguing against your points in the traditional forum 'just because' or 'flame' style, but I do enjoy a nice discussion, and will allow my opinions to be changed by valid arguments It just so happens we disagree on some points, thank you for the civil and argumented conversation -
Carry a second primary weapon in launcher spot
Alokeen replied to Surefire's topic in Feature Wishes
Well, the thing is - a player shouldn't be able to have everything. Makes the game much less challenging. Let me try to make an exaggerated example to make the point clear. Why not make vests with 500 armor, and 10 weight. While we're at it, make an assault pack able to carry infinite scrap metal, satchels, mines and whatnot. Why bother with cars and trucks, it's easier just to collect stuff and fast travel wherever. Also, why not remove thirst and hunger, it's easier not to have to deal with food and drink. Hell, let's make people immortal - you shoot someone, and they go down for 30 seconds and come right back up. It would be easier, wouldn't it? Back to the original point - if you want to be able to down a target with one or two shots from 1500m, you must pay the price of being less than ideally able to confront targets at close range. The point I'm trying to make is that 'easier' isn't necessarily better. If there are less challenges to be overcome, there is less satisfaction from overcoming them. -
Carry a second primary weapon in launcher spot
Alokeen replied to Surefire's topic in Feature Wishes
There's a reason why the big rifles don't fit into the backpacks. If you want to be a sniper - be a sniper. Get a pistol as your secondary. If you want to go CQB, equip a different loadout. If you want an universal soldier, go watch Jean Claude Van Damme and Dolph Lundgren -
Absolutely, but you must admit that some of these bases are just bloody fantastic!