cal dasiri

Limitations planned for .36

15 posts in this topic

Regarding the newest changelog for 9.36 there are 2 points  that give me some headache:

  • Introduced a maximum number of territories allowed per player. Default is 2.
  • Territories now have limited number of constructions that increase per level (30-300).

As i can read in first point Admin will be able to set this. Can he also  set it to unlimited number of territories?

For the second point again the question: Will the admin be able to turn this off if he does not care how much constructions will be used for the castle?

And last question: How this works together with your own plans of making flaggs capturable and giving groups ability to grow their territorie by capturing hostile bases? I think what you are doing here has a big impact (may not positiv) to some player awaiting features like gangs (like already shown in the tablet 8G) and the capture the flag thingy.

And another guess: On one hand you want to reduce player in their constructions, on the other hand you bring in a massiv amount of new spawnable parts nobody realy needs. If the reduction of buildings and territories is just for making some space to introduce all this new loot and gadget stuff you may on the wrong path. I hope i am wrong with my guesses and thought because i love your mod so much as it already is. Dont want to see it going down into somthing like "Make every "Admin" or " I want a Walmart"-player happy - also when the story will get destroyed",

kind regards

Cal

Edited by cal dasiri

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Regarding the newest changelog for 9.36 there are 2 points  that give me some headache:

  • Introduced a maximum number of territories allowed per player. Default is 2.
  • Territories now have limited number of constructions that increase per level (30-300).

As i can read in first point Admin will be able to set this. Can he also  set it to unlimited number of territories?

For the second point again the question: Will the admin be able to turn this off if he does not care how much constructions will be used for the castle?

And last question: How this works together with your own plans of making flaggs capturable and giving groups ability to grow their territorie by capturing hostile bases? I think what you are doing here has a big impact (may not positiv) to some player awaiting features like gangs (like already shown in the tablet 8G) and the capture the flag thingy.

And another guess: On one hand you want to reduce player in their constructions, on the other hand you bring in a massiv amount of new spawnable parts nobody realy needs. If the reduction of buildings and territories is just for making some space to introduce all this new loot and gadget stuff you may on the wrong path. I hope i am wrong with my guesses and thought because i love your mod so much as it already is. Dont want to see it going down into somthing like "Make every "Admin" or " I want a Walmart"-player happy - also when the story will get destroyed",

kind regards

Cal

The limitations are set because on a popular server around 10k objects in the DB and then the server starts to shit itself.

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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. 

Edited by DeMiNe0

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Well this is what can be configured in the next version.
 

class CfgTerritories
{
	// Base Cost / Radius
	// Level 1 is allways for Pop Tabs, >= 2 for Respect
	prices[] = 
	{
		// Purchase Price 		Radius 		Number of Objects
		{5000,					15,			30 					}, // Level 1
		{10000,					30,			60 					}, // Level 2 
		{15000,					45,			90 					}, // Level 3
		{20000,					60,			120					}, // Level 4
		{25000,					75,			150					}, // Level 5
		{30000,					90,			180					}, // Level 6
		{35000,					105,		210					}, // Level 7
		{40000,					120,		240					}, // Level 8
		{45000,					135,		270					}, // Level 9
		{50000,					150,		300					}  // Level 10
	};

	// A shortcut of the above maximum radius
	maximumRadius = 150;

	// The above * 2 plus coverving the 20m you can move while placing things
	minimumDistanceToOtherTerritories = 325; 

	// Maximum number of territories a player can own
	maximumNumberOfTerritoriesPerPlayer = 2;

	/**
	 * Defines the minimum distance to safe zones / trader cities where players
	 * cannot build territories
	 */
	minimumDistanceToTraderZones = 1000;

	/**
	 * Defines the minimum distance to spawn zones where players
	 * cannot build territories
	 */
	minimumDistanceToSpawnZones = 1000;

	// Defines the period in days where protection money needs to be payed.
	// Every time you pay the protection money, the "due date" will be
	// pro-longed by that period too.
	protectionPeriod = 21; 

	// Amount of pop tabs or respect per object to pay
	popTabAmountPerObject = 10;
	respectAmountPerObject = 5;
};

 

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maximumNumberOfTerritoriesPerPlayer

Do this count build rights or only owner ?

If it only count owner a clan of 5 ppl, can have 10 flags.

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maximumNumberOfTerritoriesPerPlayer

Do this count build rights or only owner ?

If it only count owner a clan of 5 ppl, can have 10 flags.

I think when clans finally get finished and released it should be 2 per clan. But i think since now its groups that have to be remade after every death or server restart that its 2 per person

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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.

 

Edited by DeMiNe0

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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 a mentioned above, just make the flag poles much harder to get.

 

its up to the server owner, they can make flags cost 100k if they want 

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Sorry to say, but limiting gangs to only have 2 Flags for a "territory" is ridiculous. It should not be hard to get new flags for the mob, it must become hard to defend your territory or occupy a hostile territory. With limiting flags you totaly destroy this territory thing . What will happen when you fight another gang, occupy their flag? Do you give this flag back to the hostile gang after fight if you already have 2 flags set for your own territory? Sorry, this idea is broken... you need to fix your plans if you want to make something different to another mod starting with "E" - or you need to scratch this territory idea.

In general limiting the construction parts is ok (because of possible Serverproblems) but you should not connect this with the level of the flag. Give admins the choice on how much parts ppl can use in maximum on one flag. they knowing best how much their server can take because only them know how much ppl are active on their server.

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