Development thread - PvE Napf Island

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red_ned
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Development thread - PvE Napf Island

Post by red_ned »

i am currently starting to look into resurrecting CiC in Exile, will take some time as i am looking at all choices and making it as good as possible from the start using all the things learned from last time.
Only things decided so far

1. No Zombies - still not going into Epoch territory.
2. I think Napf Island looks a nice big map for PvE. May be another map if there is trouble with that one
3. Have loads of bandit missions but need to go through and make static missions.
4. need input for mods etc but think i will stick with RHS and NiArms + extended base mod - not including DLC unless i can find a fair way for people without the mods to play on server.

let me know thoughts etc
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Re: Coming Soon - PvE Napf(?) Island

Post by red_ned »

I am working on none map related content atm so that we can chose the map later so Dev currently set up with

1. Infistar
2. Tow & Lift
3. Vector building
4. Fix for rocket launcher purchase at trader
5. CiC watermark
6. Bespoke status bar
7. Bespoke welcome messages
8. BEC announcements and 6 hour restarts
9. Player name tags at distance
10. PVE protection for players (no damage PVP - but can have areas where it will work)
11. Removed hot-wire function
12. Installed 4 mods (not in shops yet though) @RHSAFRF;@RHSUSAF;@RHSGREF;@RHSSAF; from http://www.rhsmods.org/

still going as i am doing most from scratch so there's as little junk in the files as possible.
more to come........
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Re: Coming Soon - PvE Napf(?) Island

Post by Mad Frankie »

Great stuff Ned - I'm sure some of the usual suspects will be around for some of this.

I'd love to see something on a Russian post-apocalypse type of map with the right sort of vehicles, gear, weapons etc but beggars can't be choosers.

*I've responded to your steam chat.

Cheers
Frankie

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Re: Coming Soon - PvE Napf(?) Island

Post by Christhor »

I still play occasionally on a really popular PVE server.
Love the idea of CiC Server Again :0)

Not saying this is the best or end game ideas but the things that seem to work well on that server are:-

1) You can spawn a boat or quod from the XM8 when in the Bambi state (allows you to get your gear back).
2) The AI are not locked to your dead body they go back to wandering (so you can get your gear back).
3) The price of weapons & cars are mid to fairly high to purchase but the price fairly low to sell, so spawns are worth keeping instead of selling.
4) No admin refunds on known problems - you get a strider and it blows up with all your gear and its a known problem - tough shit - stop winning
5) Virtual garage - this is a rule to use, any vehicles left in or on houses and gets blown up when server restarts - tough.
(this also limits the amount of vehicles automatically and helps server lag).
6) Any Vehicle left within 1.5k of a safe area after server restart will be moved to the dump (an area made on the map) and destroyed after 20 days.
7) Spawns for food & weapons are fairly good, vehicles fairly low (apart from low end - quods, bikes ext).
Spawns are also location based - industrials have mixers, cement, metal ext, Shops & houses have food & weapons, military has better weapons.
8) Hit squads - there is an announcement (I.E. John has had a contract put on him) then a 3 - 5 man group hunt you down.
9) low - mid skilled roaming soldiers, on foot and in vehicles that can be sold (despawn after restart).
10) No rocket launches on missions - but ai choppers above high-level missions.
11) You shout to reserve a mission in chat and mark the map with your name - BUT CAN ONLY do this when you are 1.5k away from the mission.
12) Loot crates after server restart (can not reserve in chat).
13) Supply drops throughout the time (can not reserve in chat).
14) Amin gets a break - if they want to play in the game as a player - leave them alone to play.
Accepting this game has bugs - don't constantly keep crying to admin.
15) Despawns are 10 days on vehicles and 20 days on bases - have to pay protection money for the base.

Using discord to report problems or upload screen shots, this is a real time chat program with voice coms channels (all free).
Can also be used to a fast way to make announcements (server downtime ext) with the admin doing shouts (can send out emails to subbed users).
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Re: Coming Soon - PvE Napf(?) Island

Post by Pradatoru »

There is 1 think I never liked and that is nr 11 becouse when you claim a mission you have a vehicle or something to get there .
I mean we still have as "rules" Don't be a d*ck
10 days for vehicles seems a little low for me
Other then that seems but then again it's my opinion
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Re: Coming Soon - PvE Napf(?) Island

Post by Kop »

yea if u go for a 2 week holiday ur screwed lol
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Re: Coming Soon - PvE Napf(?) Island

Post by red_ned »

Kop wrote:yea if u go for a 2 week holiday ur screwed lol
I'm setting everything around the 28 days mark so we don't have people having to tell us they are on holiday and i find myself trying to keep them all from de-spawning.
i don't think i will be allowing quite as large bases but not really small either so it will be a balance and then if people do start playing on it regularly we can adjust to the community.
Got quite a bit done at the weekend so updates:
1. Napf Island is in as the map now.
2. Spawn points, basic traders, cement mixers and safezones have been created.
3. loot positioning for the different building types are now working and loot is spawning, but will look at loot items next once we finalise mods.
4. Had to put in CUP terrains - core mod as i hadn't realised some of the mapping for Napf is done using the mod.
5. Started updating trader mod files for our purposes
6. added red quad bikes to spawn locations for easy re-spawning and run to body.
7. adjusted weather to be more sunny and clearer on sunning spells and balanced choices of weather
8. started looking at static mission locations and preparing a huge number of bandit missions for testing.

this is a work in progress and due to the custom map is taking longer to set up - along with using new mods and addons so if you would like to help in any way then drop me a line, and you can ask for access to development server to test things out for bug testing too so just message me on forums/steam/ts3 etc

cheers
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Re: Coming Soon - PvE Napf(?) Island

Post by Christhor »

The idea behind the shout within 1.5 is to stop people shouting completing - then shouting and completing with no one else to get a chance.
The only other way would be to set a rule that if you compleat a mission, the next mission would have to be 1.5k away.

Again - just saying - not my shout.
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

i am looking at putting in a scavenger mod so you can scavenge parts and stuff from rubbish piles or burned/wrecked vehicles as i wanted to add a lot more crafting and take stuff out of the trader for buying (but you could still sell) and also limiting spawns of really good vehicles and weapons so that missions provide more of the nice things and sometimes will be the only way to get an item.
Idea was really to make it much more survival PVE but while trying to balance it so it wasn't impossible to survive and progress so looking into everything atm.
new items finished:
1. huge selection of custom bandit missions which give us so many random possible variations of missions it should be good.
2. Prad and myself are mapping things for static missions and as a customisation of the map in general.
3. finished pretty much mapping all loot spawn positions for new building types as the map does include a hug amount of new ones and i want them to spawn loot and be interactive so hopefully we don't end up with loads of buildings which are only eye candy

this isn't a quick process so please be patient but if you do want to test the dev server drop me a line and i will give you access.

cheers
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Re: Coming Soon - PvE Napf Island

Post by red_ned »

This weekend so far..
1. Created some loot tables which include classes for item #2 and removed all cable ties, explosive charges and thermal imager's (as we aren't allowing hot-wiring).
2. Added Scavenge scripts into mission (was a lot of work on CUP terrain items) which allows you to get items from investigating different wrecks or garbage piles, along with getting water from some objects and also getting fuel from others. This will give basic stuff but you may need items specific to the task (empty water bottle, empty fuel can etc) and is an attempt to make it more survival based PVE and give people more to do with the bigger ticket items being available in missions.
3. Removed crafting of explosive charges as we don't want base raiding.
looking into mission mapping with Prad atm and also adding some bespoke places to the map to make ours a little different plus i need to fill in some of the missing map details around the traders as its just blokes standing around atm.

still going.............
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