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Subnoize

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Everything posted by Subnoize

  1. Subnoize

    If you would like to discuss this in teamspeak come hit me up. There are alot of things i can pass on to you from experiance in terms of Arma 3 coding and the right people to talk to.
  2. Subnoize

    @Connor Those settings are near exact of what Asylum is using and they have 5 servers with max pop of 100, full almost 24/7. I cant provide any further details.
  3. Subnoize

    Multiple times in this topic we have discussed how Police are able to obtain high calibre weapons and vehicles. They appear at Fed as an example and utilise these assets in a way to nuetralise a situation, Awesome. SP are a highly coordinated gang, yes. And so what? So we are going to tailor a ruleset just because a single rebel gang if they had access to such arsenal that they would roleover the PD? Well they did then and sometimes they do now. Adjusting the situation to be bias towards 1 gang is not a way you fix a solution. Sp are currently the only successful Gang to complete multiple Feds, That is not there fault. What about all the other gangs. Yes it is meant to be hard to do fed and damn straight you have made it hard with the currently weaponry that can be purchased from rebel. Dont forget the fact it takes hours to craft 1 weapon ie a Lynx ( Materials , Farming, moving up teir list). These other gangs arent as coordinated, But they enjoy playing the game. Fed is a form of ecomony, you take that economy to fund further rebel activities. For those Rebel gangs that get taxed by cartels for using there fields that predominently end up in a hostile gunfight and risk all to make money. What is left for the rebel gangs??? Fed is a place a rebel gang can go to make money with no risk of 3rd party interference. When you have an organised gang like SP that has such a large pool of income are they there to make money or are they there to get involved in roleplay and showoff there might to the police? Who cares the issue doesnt revolve with SP the issue lies with the other rebel gangs that are trying to make a satisfying income to fund further activities. You want balance and respect, but you dont want to give such assets to rebels to utilise to have a successful economy, instead you want to give 1 side everything they require to nuetralise a fed because of 1 group that doesnt care about the money. You want a successful community and multiple successful rebel gang organisations regardless of how organised they are but you will make it almost impossible for them to achieve those goals because of 1 rebel gang. The key to successful communities and good Roleplay is making sacrifices that allow all parties to grow in any given situation. By not allowing the same weaponry the police use because of 1 rebel gang means your restricting the growth of every rebel gang underneath them. Again SP is the only successful gang to be able to conduct a fed apropiately with all assets deployed on the other side. Sure continue to restrict rebels to using 7.62 weapons. Sure the crafting system allows people to craft weapons and use them, well that is not really occuring. The risk vs reward is too great. You can be that high ranking officer that spends 35-45k on a Lynx to go attend fed, But the guy who has just spent hours farming/crafting and getting shot at then determines how much of a risk it is to pull that weapon out? A single mistake he dies he loses not only hours of game time crafting that weapon but internally he has lost minimum 5 million. But the cop loses 100-150k for his loadout. I dont see a balance at all, No other gang is successfully doing fed. There being nabbed for Manlaughters and robberies and traffic offenses. The risk is already far greater for rebels. A cop loadout is pathetic and at minimal cost, The bounties they collect far outway the costs involved. Again a natural human reaction is to argue over money, But what is the real issue here. Dont think about 1 Rebel Gang, think about the community the guys who donate/play on this server that want to be as successful as SP. You cant have both. Life server is about roleplay and positive outcomes and a community who interacts with each other. Tailoring ideas around key players is never going to work because thats how you lose your community. Without your community you have the Rebel Gang and the Police that is involved currently and nothing else. Dont be selfish just because 1 rebel gang has an advantage. Your tailoring for a community not a rebel gang or PD. ~Bevan Gluesniff~
  4. Subnoize

    Base building ontop of the Mission file would completely destroy the server. Even as a Ex Exile Multi server admin on a blank map i had to restrict the amount of items etc people were aloud to create otherwise the stability of the server would be compromised. This is largely due to the memory that has been assigned to Arma. No movements can be made on this as upping the memory serverside would cause instability because the 32 bit engine is quite frankly unoptimised. Changes could be made as soon as the 64 bit Engine which i believe is currently in BETA is released to a complete stable version. Also point to note the base building is a mod thats incorporated in Epoch and Exile. Altis life is not a mod instead it is just a Mission file. Everytime you place an object it places extra load on the CPU and Memory. Todays technology allows for expansive creativity however Arma 3 is far behind. As for Desync and this goes for predominently larger servers. MTU packet size - Default is set to 1500 For a typical 1Gbps server typically you would see an MTU packet size of 1400. Data as follows ~ class sockets{maxPacketSize = <limit>;}; Maximal size of packet sent over network. This can be set for both client-to-server AND server-to-client(s) independently! see client(arma2.cfg#Generic_config or arma2oa.cfg#Generic_config, ) Default: 1400 Use please only in case Your router or ISP enforce lower packet size and You have connectivity issues with game Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize. maxPacketSize default reduced from 1490 to 1400, thus MaxSize... values over 1300 could be affected negatively. 10 Mbit connection : = 1.31072 Megabytes\second = 1310720 bytes\second 100 Mbit connection: = 12.5 Megabytes\second = 13107200 bytes\second 1 GBit connection: = 128 Megabytes\second = 134217728 bytes\second MinBandwidth=400000000; MaxBandwidth=800000000; MaxMsgSend=384; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.003; if MaxMsgSend=128 and the server FPS is at 30, the server will send out a maximum 30*128=3840 messages per second per client Using the MaxPacketSize default of 1400 bytes, this will equate to a data transfer rate of 3840*1400=5376000 bytes\second or 5.126953125MBps (Per client ?) Compare this to your servers connectivity, typical example being a 100MBit connection, with a data transfer rate theoretically available as 100 Mbit connection: = 12.5 Megabytes\second = 13107200 bytes\second Arma 3 utilises 2 Cores, 1 for Players and the other side is AI. I wont go in to much more detail as this information alot of people wont understand. These are just generic values and i apoligise if theres a mistake in what i have put up but yeah. This information is freely available on the web to lookup if you know what your searching for. I hope this clears up the OP's questions enough. ~Bevan~
  5. Subnoize

    I completely agree with @Vizzn on this matter. The main thing that concerns is the fact that if we were placed at the current Casino location not are we only going to have to deal with sydney trolls and the constant killings in that area but also the fact that the garage being a safe zone is so nearby. I can see this creating alot of helpdesk issues. Gang Hideout 1 is also really close. That is enticing Rebels to come even closer to sydney to declare on us. I can see multiple implications with that. Air Garage is also next door. If we see a rebel chopper land at Air Garage or attempt to under contractor laws because there in rebel gear does this mean we can then declare on them? Air garage is a safe zone. Police can aprehend them but would there be conflict if we did considering its a safezone. Can you please provide us with more clarification as to why you believe moving building sites would help not hinder the current situations that are in place. Ty Solution: Move main Operation of PD to Brisbane and Centralise all operations out of Brisbane. CivIlian Contractors the same, Have Sydney as purely a starting area and alow civilians (new players) to make money without having so much conflict been brought about because PD and Secret Service/ Government are currently based in Sydney. This would reduce trolling activities and force them to make money and move on. Take out Brisbane as a starting area. By all means drive or fly there but the only way you can spawn there is if you 1. Own a house 2. Are PD 3. Medic. Centralising all Operations out of Brisbane would allow all operations in terms of PD/Medics/Civ contractors to respond more effectively accross the map. Just a suggestion.
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