jani.ehro@gmail.com
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Everything posted by jani.ehro@gmail.com
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6 months since I played - NVG and Thermo weapons ruined it
jani.ehro@gmail.com posted a topic in DayZ Mod General Discussion
Hey I just wanted to come back to tell you guys that night vision googles and even more thermo weapons ruined the game completely for me. Sure also the duplication problems as well hacking was a problem for me. I would love to see this game to see daylight with: -no thermo weapons -no night vision googles (or atleast they should not work with ANY weapons) -harder zombies (who dont get stuck inside buildings) -no simple running past zombies -
This is the MOST antisocial game ever
jani.ehro@gmail.com posted a topic in DayZ Mod General Discussion
If you look at game theories and game "rules" in this game, then it is obivious that nothing good in social way is bound to happen in the game field. By game theories I mean this: (this is theoretical situation now and the numbers vary by player and definately are not measured with scientifitical measures, but are merely estimates.) -you have around 65% chance being fired by player that you randomly meet in field -if you fire first, you will have 80% chance of survival -if you let him fire first you will survive with 25% chance What is the chance of surviving if you do not fire at sight? a) enemy player wont fire to you: 35% + b)65%*20% = 13% Chance of survival: 48% What is the chance of survival, if you fire at sight all players? you get to fire first a)35% (player is not going to fire at u) * 80% (chance of survival: you first first) = 28% b)65% (player will shoot on sight) * 50% (you get to fire first - while both will shoot on sight) * 80% (chance of survival: you first first)= 26% c)65% (player will shoot on sight) * 50% (he gets to take the first shoot) *20% (chance of survival: he fire first) = 6,5% Chance of survival: 60,5% Then lets talk about losing and gaining. If you get shot at - you will lose everything. So will you risk it after looking at above numbers? After looking at this game theory, I would say the setting is driving this game more and more into anti social bit by bit. What can be done? depends if you want it to be antisocial or not... but you have ways to turn it into more social: -survivors and bandits are in opposing teams (east / west) -> team chat is enabled only for survivors -if opposing team players are seen, a static marker is put on the map at the location where player was seen at for 4 minutes -enable forming groups in game -
Whats the biggest server you played on ?
jani.ehro@gmail.com replied to ikshadow's topic in DayZ Mod General Discussion
UBER UBER!!! GJ IKS for upgrading the server -
DayZ - why it differs from other games? (private servers?)
jani.ehro@gmail.com posted a topic in DayZ Mod General Discussion
All MMO companies distribute their games in one package. The games may come with 2-3 different rulesets (PVP, PVE and RP) and mix of them, but that is it. This game (mod) is going to differ from other games is not the fact that its "realistic" game. No - Arma2 already is realistic game. And you can not get it any more realistic by adding some zombies in the world with constant magically spawning weapons in every household. The real difference is going to be that the game will give everyone to something. And by this I mean that the fact that private servers and server owners can setup their own rulesets for their servers. Some people like 3rd person view - some do not. Some people like chrosshair - some do not. This is where ALL THE OTHER games go in fail category. Evolution requires a lot of competitors. And not only competitors like game 1 vs game 2 (i.e. WoW vs GW2), but also it will require my server rules vs your server rules. As well community made scripting and coding. We saw that the current state has started to drive the social and community evolution not neccesarily to right direction. This is why we created a own DayZ server and added PVP kill messages (beta), disabled server hopping, enabled chats, set vehicles to high, disabled choppers and enabled people to see name when VoiP is activated. It has already started to create a real game community, as one of the problems in DayZ has been that everyone is unknown to everyone. In our server the environment is already evolving into direction where there is actual bad guys and actual friendlies. No concept of "are you friendly?" - no you will learn if he is frienly or not. In future we will even go further in development to let people to LEARN wether certain people are good or bad. We are actually creating a community. And so far the results have been good. Cheers all. ur input is welcome. -
DayZ - why it differs from other games? (private servers?)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod General Discussion
If you noticed what I said: somwethign for everyone and different server rules serve different parts of community. So what is ruining DayZ for you, might be really great for someone else. -
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Balancing camping (dont get me wrong - I am camper xD)
jani.ehro@gmail.com posted a topic in DayZ Mod Suggestions
HEy, I do believe that camping requires some balancing. few things: -thermal weapons -unwashed body, smell and insects -german shepard Thermal weapons Thermal weapons have previously been in game to "balance" camping but they have actually made even bigger cap between players with the rifle and the ones without it. Honestly - I do believe there aught to be some proper way to find players, not with some uber super rare vision scope that instead makes yourselve OP. Remove these weapons. I do not think ANY of us would just walk into one of these after apocalypse :) Unwashed body, smell and insects People who camp have their affects to the environment. What do I mean? In a apocalypse you would smell FUCKING bad, since all the washing machines are wrecked ;). So this means all insects in 2 mail radius would raid your camping body when you are still too long. This means, the player would get mosquitos, flies, horseflys and shit rolling around his body. This is a sound effect which would make it easier to find campers - just like the dead bodies. (player should not hear it himself, but instead there could be an icon to show this) GErman shepard There aight to be german shepards and dogs that have survived the apocalypse. To win their trust you need to feed give them freshly baked meat. They also demand that meat every now and then or they say BB and attack you instead :). German shepards would spot camping people by smelling them when given an order. But they would have easy only finding players who have camped for long enough to stay in same spot. -
Balancing camping (dont get me wrong - I am camper xD)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
It simply is the most effective tactic. I am sorry' date=' but thats the way it is. Besides - with sniper rifle there is not much else to do than watch over for some city / airfield and shoot ppl from distance staing undetected and hidden. Equipment makes the camping a proper tactic - not players. If you would have ak47 - its hardly a camping weapon... and you would probably not even meet anyone in a small spot too often... [/quote'] Sorry but that's not true, if you "camp" in the traditional sense then somebody is just going to shoot you in the back of the head, a sniper that doesn't relocate after a few shots is a dead sniper. If you're sitting in the one place then you're just a baddie and that's that, it's ok though because I got 2x m107, m4sd, NVG's, gps, rangefinders, big coyote's... keep "camping" please, i need some more nice gear. OFC you need to relocate after you kill people. But at times you could be waiting for tens of minutes even to see anyone at one spot. Do not be idiot. -
I am wearing a browned sun burn african face to blend in environment / wildlife. Sadly this does not work against thermal weapons. I am in heat even more than whiteys.
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Which server are you playing in bl1p? UK 7 mainly m8 Why do I know you under a different name ? hey m8 :) Expect to die brutally by mr JE ;)
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1sh Jule 2012. Unexpected jump
jani.ehro@gmail.com replied to BlackRaiDe's topic in DayZ Mod General Discussion
Our guild started organized murdering xD -
Balancing camping (dont get me wrong - I am camper xD)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
It simply is the most effective tactic. I am sorry, but thats the way it is. Besides - with sniper rifle there is not much else to do than watch over for some city / airfield and shoot ppl from distance staing undetected and hidden. Equipment makes the camping a proper tactic - not players. If you would have ak47 - its hardly a camping weapon... and you would probably not even meet anyone in a small spot too often... -
Hackers RUINING This Game Completely
jani.ehro@gmail.com replied to imDudekid's topic in DayZ Mod General Discussion
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WHY SO MANY F*CK**G CU*TS?
jani.ehro@gmail.com replied to Steins's topic in DayZ Mod General Discussion
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com posted a topic in DayZ Mod Suggestions
SHORTLY: system that recalculates your login location... (ROCKET PLEASE CONCIDER - ASAP!) There aught to be limitations to prevent so called server hopping and relogging to prevent following: -hopping to loot good locations -hopping to get rid of zombies -all sorts of exploits This system would move spawning player away from another player and city. Predefined Attiribute _spawn_mover_amount attribute amounts : -other player area triggers: (50m) -city / loot area triggers: each city has its own defined area trigger (i.e. at air field it is larger and in smaller city its smaller) The system itself (player spawn mover): If you would be spawning / logging inside these triggers your logging / spawn location would be moved away to opposite direction compared to the trigger: amount of distance = _spawnmover_amount_ - (distance to center of trigger) + random 10 direction of spawn= (direction to the center of the trigger) + 180 degrees facing of player spawn=(direction to the center of the trigger) + 90 degreed + random 180 new login spawn location = player log off location + the above if new login spawn location = water -> then move player to edge of trigger -> if location still is water, then move player to land close to trigger (what ever system u find the best) if new login spawn location = inside a building -> move player outside of building... anyways u get th idea You could also add this to let people spawn close to friends if they are outside of city triggers: (if trigger player is in the same squad .xml then dont use the spawn mover) This would fix: -hopping to loot good locations -hopping to get rid of zombies -all sorts of exploits (notice that you would need to give player an idea where about he has spawned - like say in begin "" Electrogorsk) -
[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
Pump for Rockets eyes -
Which server are you playing in bl1p?
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
Actually you can run through towns and get good loot without waiting at spawns to reappear and spawn something decent, one run through electro/cherno and you can almost be sure to find a half decent primary and a pistol Also, when they logg off and the zombies wouldnt despawn, the players would still be far away from the zombies and out of danger, and could just run into the town again doing it all over It would also still be able to get into a new server, and ninja the town there, since everytime you logg out, you are out of danger almost instantly when having a longer logout timer in those areas, zombies could walk at you and eat you while you are not on the server anymore, except for really BIG buildings it would be good to have this in the game, but players would exploit it just like the current system yes, but seriously - that has absolutely NOTHING to do with this suggestion. I am sorry, but you have weird way of thinking. -
[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
Nl -
[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions
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[CRITICAL] Preventing exploiting with serverhopping (2 things)
jani.ehro@gmail.com replied to jani.ehro@gmail.com's topic in DayZ Mod Suggestions