Boxman80

Some Early Feedback

4 posts in this topic

Admittedly my exposure to Exile so far is fairly limited. I have been following the mod for a while in the anticipation of it finally being the mod to tear the remainder of us A2 Overpoch/Epoch/Day Z players away an on to the more stable and smoother Arma 3 base game.

 

So far I’m impressed with Exile and love the scenario and setting however. I love that the mod is focused around a more criminal setting rather than post apocalypse and think the game setting works great and really lends itself to it’s intended game play very well. I feel this is the most natural and logical progression of what Overpoch has become on A2 – it’s no longer about zombie survival it’s a power struggle between players for territory, money and power.  When I play Overpoch now I see it as a better version of Wasteland now, which is not a bad thing.
 

Exile in my opinion, take the premise to the next level but I do feel it is still some way short of what I feel it should/could be aiming for, particularly in terms of atmosphere.
 

Setting & Map

First of all the issue with so many players demanding zombies is because it still FEELS very much like a post-apocalyptic game. This is partly because of the default map setting of the very open and largely desert setting of Altis. While this is a very impressive map it isn’t exactly the most exciting map and I don’t think it suits the mod back story as well as it could.
 

This is an easy fix and I am aware that more work will be done on importing and using other maps with Exile, but my point is I think Exile should have been debuted on a better map. Not Chernarus either, it’s been done to death on other mods and will forever be associated with Day Z which will not help in establishing Exile as it’s own independent mod. Personally I would have said Napf or even Taviana  from A2 could have been tarted up a bit and used as both have a more varied terrain and offer a lot of open buildings and points of interests, as well as offering  a vast landscape for 70+ players to comfortably roam and base build.

 

More importantly, both maps have a little bit more of an urban feel to them, which I think is integral to the whole setting of Exile. While our characters are indeed in “exile” and basically sent to a barren landscape to do or die, I do feel that a more urban setting or at least maps with more urban/city like areas would help provide a more gritty and seedy feel, more fitting for a game centred around criminal activity.  Basically places such as the trader zone should feel like some kind of lawless blade runner style feeling city, dangerous and run totally by mafia/criminal gangs.   
 

 Having a little more AI and more points of interest in and around trader cities would really help. Things I’m thinking are:-

 

  •  Bars: AI areas with bar tender traders who will deal in drink/drugs. Drink can obviously be bought and sold and things like free growing cannabis fields could be harvested from the map and bought/sold. Ive seen the cannabis harvesting on a  couple of A2 servers so it is possible.
     
  •  Gambling joints: again AI traders running various lottery/roulette/slot mini games for gambling.
     
  • Brothels/Hookers: More for atmosphere this one, basically having brothel and hooker AI for players to indulge themselves, possibly trading in slave AI (could be separate missions to secure/escort AI girls/slaves to the brothels )
     
  •   Mercenaries: Various AI that will attempt to kill various players on the map for a reward.
     
  •   Black market/Player trading: Having a trader or traders who will sell players items that perhaps aren’t available from regular traders for player defined prices, like a players market/auction place.  
     
  • Mafia/Gang/Criminal AI: Just general AI players wandering around the city doing their own business for atmosphere.  

 

Having AI placed in and around a built up area and having the map edited to make it look more like a run down criminal city will do wonders for the feel of the game.

 

Missions & Antagonists

My biggest issue with Exile so far is it’s lack of antagonists.  I’ve said it previously on the old forums before but again, part of the reason you are getting so many people demanding zombies is because there are no environmental antagonist. While incorporating AI to Exile is fairly straight forward for server owners, it should be part of the base mod and be there to help reinforce the setting. Having AI is crucial for longevity of the mod. My suggestions:

 

  •  Guard patrol choppers
  • Guard strong holds/fortifications
  • Crashed civilian/military aircraft missions
  • Roaming parties of AI guards tasked with secretly  exterminating inmates
  • Roaming military/civilian AI hunting in-mates
  • Roaming or static gangs of AI
  • Stating fortifications with “natives” defending them (and goodies!)
  • Wild animals (bears/wolves/Snakes/Sharks)
  • Psycho/drug crazed AI with increased strength or speed spawning in remote areas of the map


General game play

Obviously one of the issues with the mod at the moment is that there isn’t enough content. Its easy to gear up right now on most servers as there isn’t enough loot to spawn in the many many spawning areas. There needs to be more “junk” items too, items that maybe serve a purpose but is mostly  just crap.  Eventually more weapons and tools need to be there and ideally more basic components that feature as part of cartable or buildable items.

Also we need to see a return of the A2 mods having separate vehicle parts. Fixing vehicles with tape, while quick and convenient, is silly and too easy.

Food and drink seem to diminish a bit too quickly, perhaps this could be tweaked. I also miss things like bandaging bleeds, using splits/morphine for broken bones. Id like to see more in the medical areas to utilise thA3 engine and how player injuries occur.

Better team mate indicators. The A3 hexagon is too subtle and easily overlooked, making FF incidents a real problem. At least change the colour to bright blue or green, maybe have a name tag appear too for friendlies. 

 

 

 

 

Edited by Boxman80

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Setting & Map

First of all the issue with so many players demanding zombies is because it still FEELS very much like a post-apocalyptic game. This is partly because of the default map setting of the very open and largely desert setting of Altis. While this is a very impressive map it isn’t exactly the most exciting map and I don’t think it suits the mod back story as well as it could.

Well.. There are other servers running Exile. I play on a server running Esseker map. And i think that map is great for Exile. I think the devs and some independent server owner is trying to move the mod over to other maps like Bornholm and Napf also

Having a little more AI and more points of interest in and around trader cities would really help. Things I’m thinking are:-

 

  •  Bars: AI areas with bar tender traders who will deal in drink/drugs. Drink can obviously be bought and sold and things like free growing cannabis fields could be harvested from the map and bought/sold. Ive seen the cannabis harvesting on a  couple of A2 servers so it is possible.
     
  •  Gambling joints: again AI traders running various lottery/roulette/slot mini games for gambling.
     
  • Brothels/Hookers: More for atmosphere this one, basically having brothel and hooker AI for players to indulge themselves, possibly trading in slave AI (could be separate missions to secure/escort AI girls/slaves to the brothels )
     
  •   Mercenaries: Various AI that will attempt to kill various players on the map for a reward.
     
  •   Black market/Player trading: Having a trader or traders who will sell players items that perhaps aren’t available from regular traders for player defined prices, like a players market/auction place.  
     
  • Mafia/Gang/Criminal AI: Just general AI players wandering around the city doing their own business for atmosphere.  

It sounds more like you just want the mod to be some sort of Altis Life thing... And tbh the mod is only what.. a month old.. and is still in the bug hunt / stabilize fase. Once the mod runs smoothly without any major bugs the devs will start implement more features to this mod. In the near future we will see: Revive system, better territory system, bounty system, clan system, more crafting and propbably some more depth to the Respect system. So you can use it for more than just upgrade your plotpole radius. 

Give the devs some time - maybe a couple of months and they will start rolling out alot of new features.

Napstar

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I appreciate its very early days but as this is a feedback forum I thought I'd give my feedback and suggestions regarding atmosphere (or lack of it) within the game. Not necessarily "Altis Life" but in my opinion the games barren and abandoned feel is not in keeping with the setting of a mafia/crime controlled island and is why people keep crying for zombies. The suggestions I made are the things you would expect in a  grimy, crime ridden land, they also open the door to more expansive missions and game play elements. 

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I know Boxman and your right! We just have to remember its in an early state this mod

I hope they'll expand on the Respect system. Like your talking about crime / mafia. I would like when you have.. say 5.000 respect you could set a bounty on another player - 10.000 respect you could create a clan - 20.000 Respect you could buy more spec ops things like explosives, mines, satchels - 25.000 respect and you could buy amored vehicles with guns - 30.000 Respect and you could send a deathsquad to kill another player - 40.000 respect and you could call the Mafia to help you defend yourself from an attack.. just some ideas

Also if you create a clan on a server there should be a Clan list with the total amount of respect that clan has.

I think the reason why people keep talking about zed is because Arma and Mods are associated with Dayz :/

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