lt gunner
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If you're bored, its because YOU'RE boring. Go play in traffic to entertain yourself.
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3rd Person View, why I support it, and why it should stay in game
lt gunner replied to tearran's topic in DayZ Mod General Discussion
3rd person in PvP just lets snipers and other griefers sit behind walls in complete cover and concealment and watch other players move in the open. They pop up, shoot, and go prone, and nobody knows where they were. Its the oldest trick in the book, and has been exploited since OFP way back in the day. If controlling your character in first person mode is too dificult for you, your admitting to being a noob. I'm not calling you a noob, you are declaring to the entire ArmA community that you are an FNG, and suck at the game, plain as day. No hate, no disrespect, thats just how it is. And your completely wrong about the FOV being 180+ degrees, you might get 5-10 more degrees than first person, but at the same time, everything is zoomed out farther. Enjoy getting killed from nowhere much? you kids are silly... -
Logoff mechanics in modern MMOs, and DayZ
lt gunner replied to Gobbins's topic in DayZ Mod General Discussion
Had 3 people disconnect on me today. Achmed and his buddy Dante on US4, have done this a few times in the past few days, as I have come face to face with them a few times now. Everytime they disconnect and reconnect if they were wounded. All that badass gear, but they cant fight for crap. Clockbike also pulled an epic server hop to get away from us earlier today. We need servers that can have their own database, to prevent server hopping, and more ways to prevent disconnects. -
Simple solution to disconnect exploit
lt gunner replied to Alexander (DayZ)'s topic in DayZ Mod General Discussion
Got killed twice yesterday, was a pretty bad day for me. Luckily my team recovered my gear for me, so all I had to do was land nav up to their position to reclaim my junk. I coulda alt+f4'ed and saved myself the time and effort to get right back to where I was, but why? I hate when people do that to me, and I will not do it for any reason. Yeah it wasted 20-30 mins of time for my group and I, I lost a good backpack, and my teams mission for the night got scrubbed, but thats the name of the game. Everybody should be held to that standard. ps. I'm a bandit, and proud to be... so don't go saying that all bandits alt+f4. -
Simple solution to disconnect exploit
lt gunner replied to Alexander (DayZ)'s topic in DayZ Mod General Discussion
10 seconds is too short of a time. people can easily hide behind some rocks, or behind the crest of a hill after sniping at you, then disconnect all the same. Time should be 2-3 minutes, if PvP was detected. If not, disconnect should be instant. I also feel that an exaggerated hit box is not ideal, it may suit a different purpose but for this system I don't feel that it does. My opinion is that if anybody is within so many meters of any weapons fire, they should be considered in PvP. They may not be directly engaged in the PvP themselves, however that area has basically become a PvP area and they are at risk whether they like it or not. This system could be augmented by changing the size of area that was declared a PvP zone by weapon class fired i.e.; Pistols = 100m zone, Assault rifle = 300m zone, Sniper rifle = 600m zone, in order to better suit each situation and minimize the size of PvP zones. I know this would cause a lot of net traffic, so If the PvP zone declaration was only done once per player upon first shot, and then every 30 seconds after or something along those lines, that could help minimize lag, and network traffic due to scripts checking locations and distances to different players and all that. I know some people may think, "but what if i didn't hear the shot, or it went off right as I was hitting disconnect?" Well that sucks, you should have found a safe place to disconnect from, rather than disconnecting in the middle of chernogorsk. If you weren't involved in the shooting, and had smartly positioned yourself before disconnecting, then you should be fine. Nobody will find you in the time your body remains at whatever position you left it, and you will most likely return to your character where you left it. Yes there is a small chance somebody could find you, kill you, and loot your brainless body, even though you weren't involved directly in the PvP. The chance of somebody legitimately falling into a situation like this, and being killed because of it, are small to almost none at all. Still the benefit of stopping alt+f4'ers and sever hoppers, at the risk of possibly getting a very small number of legitimate players killed, I feel is worth it. -
Simple solution to disconnect exploit
lt gunner replied to Alexander (DayZ)'s topic in DayZ Mod General Discussion
Does it only detect shots that hit another player, or any fired near another player? My reason for asking is that, if somebody shoots and hits another person, or is hit by somebody, I know they are engaged in PvP. My question and concern is for players in the general area, maybe 200m away, and 90 degrees away from the angle of fire, would they be considered in PvP? My feelings is that they should, so that they cannot alt+f4 to avoid a situation they may not like to be a part of... which I feel is part of the mod. You ventured into that town knowing bandits or zombies could/would be down there, now deal with your choice, fight and live, or lie down and die. -
Simple solution to disconnect exploit
lt gunner replied to Alexander (DayZ)'s topic in DayZ Mod General Discussion
Just posted in another thread about this. This is my #1 frustration with the mod at the point. Stopping people engaged in PvP from disconnecting, or keeping them in game for 2-3 mins after disconnect ONLY while in PvP, would fix alt+f4'ers and some server hoppers. The only real limitation to this, is I feel that it would have to detect if any shots were fired, and if anybody was in a certain proximity to those shots, then they should be classified as engaged in PvP, whether they like it or not. If the system was simply based off who fired, and who was hit, there would still be plenty of room for server hopping, and alt+f4'ing. -
#1 complaint, people who disconnect as soon as they take fire. They should die in place if bleeding and disconnect. #2 complaint, server hopping. You engage somebody, they server hop, move behind you, then reconnect and try to shoot you in the back. These two things really break the gameplay for me, but I endure because I love the mod so much. Thank you Rocket for your hard work, just wishing you could address these two issues.
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Game purchase only, Small studio/community developed, kickstarter.
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After playing the game I have a few suggestions.
lt gunner replied to MR DELICIOUS's topic in DayZ Mod Suggestions
Max 5 minutes for revive, after that your guaranteed brain dead even if your body is still somehow functioning. -
After playing the game I have a few suggestions.
lt gunner replied to MR DELICIOUS's topic in DayZ Mod Suggestions
I love the revive option. This alone could stop the "at all costs" griefers, that ambush groups to get a kill or two, knowing they will die anyway. It will place more importance on having medics in the group, and keeping medical gear handy. I think that it should be intensive on blood bags, and bandages. One or two doses of morphine, and one or two epi, depending on how long the guy has been down. This alone could change the PvP just enough to help create more groups of players and less lone wolves that are just out for murders to ruin people's fun. Being able to revive your friend that was taken out by some randomness would make the game much more enjoyable by a huge measure. Of all the suggestions, which are all good, I like this one the most. Some of the suggestions seem too script intensive, and a lot of development work, and theres too little benefit to work ratio. Otherwise I really like 2,3,7 and 9. If ACRE were implemented, or at least made optional on some servers, 9 would be a really good addition to the mod. To add onto 2,3 and 7, I feel more important buildings should be placed up north. Possible "shanty towns" built out in the open fields, that could contain more useful spawn points, or simply adding a new building or two to certain towns, with medical or military spawn points in them would help balance the map out a little more. -
Scrap them for now, and come back to the concept later if you get bored. My opinion is that work should be spent on getting the core features of the game done, to include major features, like missions, or building of forts or whatever else your planning on doing. Having skins change to reflect how somebody plays is neat, but there is no real gameplay impact at this point, due to the threshold of becoming a bandit being so low. I do think that having a set of default skins for players, and then some achievable skins for good/bad/medical, etc players is a neat idea, but there are more important things.
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3rd person view and other aid’s? discussion .
lt gunner replied to orbital's topic in DayZ Mod General Discussion
There are addons that allow better movement in CQB situations. Since a lot of this mod focuses around going indoors in search of loot, or in defence from zombies, it would be nice to make it a part of the mod. Having server admins allow the mod on some servers, but not others would be a bad idea, plus not all on the server would have the addon, giving those with it an advantage in CQB situations. As for 3rd person, crosshairs, and name scanning. Personally I hate any of that, I hate the little dots on the side of the screen that tell you whats nearby. I hate anything that aids a player in any way shape or form. I even hate that you can chat in side, group, command, global etc... only local chat should be enabled. Anything more than that and its just lame, and noob friendly. This is ARMA! -
PvP has always been lacking in this game anyway, its nice to have something that not only increases the number of people not in CO-OP, but also does the PvP in such a realistic fashion. Whats awesome is thats not even the main focus of the mod, its just a bonus, love it.
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A couple dayz ago me and a member of my team were around the NW airport with a couple of sniper rifles. Myself an M24, and my friend a DMR. We were hunting for survivors hoping for a nice score at the ATC or firehouse, that we hoped could potentially have some high end gear we were in search of at the time. We had set up in a location most would never think to setup in, to help avoid detection. There was the typical chatter on side chat, and some of it had piqued our attention. Somebody was talking about the NW airfield, and possible bandit activity. We had been in position long enough, to know that nobody had spotted our infiltration, and were unconcerned with the warnings that were more general in nature than specifically regarding us. First man in line was known as Hartman, who appeared to have a team of 3 or 4 with him. We knew only for sure of one other team member, but side chat eluded that he may have had 1 or possibly 2 others with him as well. Hartman had positioned himself in an over watch position and was patiently observing the entire airfield attempting to spot any blood thirsty bandits moving around the buildings in search of kills. He was smartly cautious and observed a group of 4 men entering the airfield nearby his position. The one name I recall from this group, was John Doe, and so I'll call the group his. john's group quickly identified themselves as friendly, and that they would do him no harm. They had a sniper with them, who had positioned himself in a tower for over watch as well, and Hartman let them know he saw it. The sniper dismounted the tower and moved with the group up towards the northern side of the field. We estimated now at least 8 men in two groups on the field, and decided to reposition ourselves to a more defensible position. En route to our position we observed John's group up at the hangers on the northern end, and took a quick maneuver to get a better look at what they were doing. Not a few seconds later they all grouped up in one spot, looking at a pile of gear, it was too juicy to pass up. I called out targets to my team mate, and we prepared to engage. I counted down and at the same time we fired. BAM BAM! Two of John's group sprung a leak. The unsuspecting survivors, still in their gear menus, were more than surprised. They had no time to react before the second volley was in the air. BAM BAM. The first two guys go down, as the other two begin to scramble. One survivor tucks into the nearby corner for saftey smartly. However confusion had set in for the other survivor, he scrambles to move across the wide doorway for cover, but halfway across changes his mind. He must have seen the error of trying to cross the long way to get to the other corner, or felt he should attempt to save his buddies. Either way, it was his mistake to own, along with two rounds of 7.62. We fired simultaneously, and the rounds slammed into his chest, blood spurting everywhere. Down he goes in the middle of the doorway, to lay in a pool of his own blood and die. The last of John's group sitting in the corner witnessed it all, and remained tucked in the corner, fearing for his own life. Amidst the carnage another man enters the airfield, presumably another Bandit looking for some prey. He rounds the corner of the hanger and takes fire from Hartman's group. Hartman is desperately attempting to find where the shots are coming from and whats going on. In the confusion, the Bandit is wounded in the legs and is attempting to crawl away. Hartman doesn't finish him off, because text chat between his group and John's last survivor makes Hartman think the Bandit is one of John's guys. They quickly leave their positions to come help bandage the guy, but they are too far south, but don't know it yet. All the while my team is rapidly repositioning to get an angle on the guy in the corner. When we finally get to our next spot, we see him and the wounded bandit attempting to get away. Countdown, BAM BAM! The bandits head now rests on the weeds. Shift target, BAM BAM! The remaining survivor of the John Doe party freaks, "Should I move? I'm bleeding, should I bandage? My screen is black and white, and shaking, WTF do I do?" BAM BAM, too late buddy.... shoulda moved, have a nice nap. By now Hartman's party is near the ATC, and gets word that John's team is all having a party on the beach, with new pistols and all. They quickly get distracted by shiny objects and begin looting the firehouse wholesale to the amazement of my friend and I. We contemplate if the text is a lure or not, but can quickly spot Hartman's team moving about the firehouse. We reposition to get a good shot on the area. During our move, one of Hartman's guys dime him out, and ID exactly what weapon he is carrying. This now becomes our priority, since he was the self appointed Sheriff of the NW Airport. once in position, we quickly ID 4 survivors milling about the ATC and the firehouse, one is carrying the weapon identified in chat. Its not long before Hartman stops in the open, Firing, BAM BAM! My friends round drops just short, mine sparks of Hartman's weapon. SHIT! He turns and runs to the firehouse just a meter or two away, ans shuts the doors, leaving one of his sidekicks in the open. Fall behind, left behind, lol! Dude runs to the ATC for cover, as we scan the windows of the firehouse for Hartman to show himself. Nothing appears for a minute or more, until the guy at the ATC pulls a genius move. He climbs to the top of the ATC, and climbs the ladder up to the roof. As he reaches the top, and slowly takes his weapon off his back, a 7.62 round lands squarely in his mouth, sending him to meet John's party on the beach. We wait for a few more minutes, and suspect that Hartman has snuck out the back door. We reposition and spot some slimy survivor belly crawling towards the fence. BAM! 7.62 right in the brown eye, thats gotta sting. One more for good measure, and his slither to freedom screeched to a halt. We wait a few more minutes, still no sight of Hartman. We decide to go in for the kill. We approach the firehouse, pistols at the ready and enter the back door. I go in first, and see a survivor foolishly standing in front of the now open bay doors, peering through a set of binoculars towards no area we were previously at. He must have heard a foot step, because as I entered the room, he lowered the binocs and went for a weapon. I aim and furiously hammer round after round into his body BAM BAM BAM! Blood begins squirting everywhere, and he attempts to evade and twist to return fire. BAM BAM BAM! Blood everywhere, he falls limply to the ground, small fountains of more blood spewing out of the several holes in his body. One more down, but he wasn't carrying the weapon Hartman had. We search the tower quickly and clear the building. No sign of Hartman. We leave the building and search the perimeter, still no sign. We search the common paths leading away from the airfield, and still nothing. He got away. Well played Hartman, well played.