I've been with the server a few weeks now, and have been impressed with how good the community is, and how well the server is run by both Hippi and Sandman.
A few things I've noticed though, and I'm not sure since I've only been back on DayZ Epoch a few weeks now since I quit playing a few years ago is some bugs with the scripting. In that I've also a few suggestions.
The Bugs: The vehicle upgrades. This is likely just an issue with the game code for Epoch, as I looked into the problem but when upgrading the pickup PK you can't apply the last two upgrades to the insurgent skinned pickup PK. I have a sinking feeling when they wrote in the improvements only one skin was setup for the upgrades and none of the other ones will work with the last two vehicle improvements. I've been wanting to ask sandman if he's willing to test that theory but I keep forgetting about it when I catch him online
I'm not sure I'm just not using the right vehicles but the scripting for packing and unpacking things like the Mozzie and ATV seem to be broken. I've been to a few other server that have custom scripts installed, and I've not seen the same issue there. Again I'm not sure if it's just an Epoch issue with that kind of scripting or just that there is something broken in this server's mods. If sandman could toss me a line here?
My suggestions:I know that the expressed opinion is to try and keep much of the scripting down to "reduce the FPS burden" and I understand that. In that respect, I do think there are a few things I would love to see on the server, I'll leave it up to Sandman to see if he likes any of the ideas.
1. That toolboxes can deploy mozzies, motorcycles or ATVs if you have the proper parts. I've seen this scripted in before and it's a lovely feature. It would also cut down on having to have vehicle parks, with controlled access at the different beach towns for players getting back, since they could just keep parts for building mozzies or whatnot in safes and deploy them, then pack them back up when they get where they need to go. It would also be less strain on the server, than dozens more vehicles in the world. As far as I know deployed vehicles are usually scripted in to vanish upon server restart.
2. Advanced traders. I talked to Sandman, and he expressed interest a while back of enabling backpack trading with them, and I would love if this was implemented. The coin system as a replacement for hard currency is also nice, but I also do enjoy the more realistic feel of using gold and silver as currency. Not sure how dynamic the advanced trader scripts are, so I'll leave it up to sandman if he wants to comment on his own views. I've never seen the advanced trader system until I came back and am quite impressed at how how much it adds to the game, and reduces the tedium of wasting time at the traders just to sell off junk.
3. Missions. Hmmm, where to start with this. I't is kinda hard to describe the issue I have with the current mission system, it's nice and I love how well they are balanced, though I do have one nagging problem with them. Lack of variety. As I've gotten better at fighting the AI, it feels very artificial. Most of the servers I've played on have extensive AI missions, but to explain my statement you have to realize I'm not trying to be critical of how original the idea of having rockers as bandits, or the whole theme of the missions is geared towards, but just that you are always after the same objectives.
There are many things I've seen that may help to explain why I feel that way, but the fact remains every mission objective is about looting guns, etc. It feels like the red missions are just more valuable versions of the yellow missions.
If there were specific missions for trying to get building supplies, or certain types of loot, or rare mission types that center around the wide variety of both vehicles and emplacements that ARMA II has, it would be interesting.
4. Allow HESCO barriers to be sold. As far as I've gathered I don't think those square HESCO barriers have the same FPS problems as the sandbags, which is likely because of the much lower poly count. I like building with them, as they look awesome, its just that sandbags are prohibitively expensive because the sandbag walls, etc are encouraged to be used very sparingly.