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GodOfGrain

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Everything posted by GodOfGrain

  1. GodOfGrain

    Day Z is insulting to LGBT people

    what a bullshit
  2. good job posting this guide. Although this practise is controversial, Rocket needs to know how we play around the mechanics in order to improve them.
  3. GodOfGrain

    Claymores

    mines etc will be the only way to keep a camp secure... when we ll get bigger servers there might be some big clans with 24 hour defense... but since i wouldn't participate in this I would love the opportunity to defend a small camp with mines. Would add much to the athmosphere :) If you'd discovere a camp in the woods you'd be really carefull to check everything and still be afraid to blow yourself up. Rare item of course... Claymore might be a bit overkill ... a claymore is something like a mega shotgun killing everything in a certain angle within 50m. Still would like to have it in the game though :D
  4. GodOfGrain

    Holsters Can HELP!!!

    like this. To raise a weapon again is actually just a 1 sec animation... also it is not that easy to see that a weapon is lowered. Shouldered weapons would be a more clear sign, the mechanic is already in the game (at least was in OFP) and it is a longer animation = more safety.
  5. thanks for the info. was always wondering which advantages this weapon may have
  6. Many people criticize the current way of "broken legs - morphin": 1. It is criticized that it is unrealistic 2. A broken leg can be your death without morphin. 3. Legs often break trough glitches These things are true. But the whole thing is not about "broken legs and morphin". Here you guys are wrong. In reality there a a thousand things which could go wrong. A small scratch on your skin could infect. You could get life-threatening diarrhea. You could stumble running down a hill or in the forest, sprain your ankle, tore a ligament. And yes, you could slip out on a ladder and with the weight of your backpack you break your leg. All of this would bring you into a fuckin shithole. You would get desperate, you would try to solve your problem somehow. You would get unreasonable, make mistakes, take risks. "Breaking a leg" simulates these problems. We dont have many problems, we just have this one and its magical cure. Both incident and cure are not realistic. But they don't have to be. It is not about a realistic game in every aspect. The game wants players to have strong emotions. Here I can only speak for myself, but this *leg - morphin* thing raises emotions in me. If I am running around in the North with no Morphin left in my backpack, I feel the danger. How do I get it? Have to go back to the major cities; who knows if I come out alive from these death traps. My friend had a broken leg. Cherno was closest, I had to go back. A sharpshooter on a roof ended my life. Happend to myself, all on my own in the north. A zombie, a ladder, proning between to pinetreas: *crack*. No Morphin. Shit. What can I do. Evaluated options. Tried to call unknown people for help. Craweld to two dearstands I knew about. Craweld to the next small city; got swarmed, death. I believe the current system already perfectly does what it wants to do. Don't think about it in terms of "broken bone - morphin" so much. If you break your leg between two pinetrees, don't think about how this happend. Just imagine something. Hey, nothing did happen to you when you ran down the the hill with 30kg on your back and on top speed. It is just a place holder for all the shit that could happen to you, that would drive you into desperation, which forces you to prepare and react, which let you get weak and die. Of course there is nothing wrong with expanding this area (E.g. the illness system), to get rid of bugs and refine it over all (e.g. leg does not break this often but a broken arm has stronger effect than now). But the concept in general is correct in my opinion. It is no issue for me that morphin is unrealistic. And with a bit of phantasy you won't get so angry if you break your legs with a pinetree glitch :)
  7. GodOfGrain

    please ad kill rewards on the game

    Ok now that's really fun :D That is so absurd stupid. There is no sign of irony... but it has to be a post which intends to provoke aggressive comments. I am still a bit afraid that he really means this... Now gonna read the comments :D *exited*
  8. Keep them in game, probably they are already rare enough if we discount the hacked / duped weapons. Hmm although a slow firing anti material rifle would be a good alternative. In the long run it will be really important to add wind speed / direction (already supported by the game engine). With wind to consider it is far more difficult to hit over long distances. I like sniping myself but it is actually too easy in regular arma / dayz to be a challenge. (--> ACE mod)
  9. Today there have been three occassions were I stood next to another survivor peacefully. Because we had no weapons. Or he head a weapon but felt no need to shoot an unarmed. Or vice versa. Good opportunity to meet new people. I personally dont want to group up with random people but still nice that I dont have to shoot everyone :)
  10. GodOfGrain

    UK4 Airfield Raid (FAILED)

    omg You get crushed within seconds by our team
  11. GodOfGrain

    Why this mod is the best thing to happen to PC gaming

    nice thread. To tired for a long post... just two words: Jagged Alliance 2
  12. GodOfGrain

    This game is too easy

    agree. +- 30 mins in Cherno or Elektro and you have everything you need except high end stuff. That's not good :) /// Update: Just died... :( But new personal record for a cherno loot run: Within 10 minutes: Revolver, alice pack, compass, binocs, map, antibiotics, 5* of morphin, bandages, blood, painkiller Just missing a primary weapon and now head north :)
  13. GodOfGrain

    Ghost flies?

    sound stays for hidden bodies.
  14. GodOfGrain

    New Zombie Textures

    like that
  15. GodOfGrain

    Health Regeneration & Eating (v2)

    like this
  16. GodOfGrain

    ACE 2 & ACRE

    collaboration with ACE would be great
  17. GodOfGrain

    DMR Kills (Short Range)

    yo got my first confirmed kill at 1000m yesterday :angel:
  18. This thread tries to compile the ideas of the community regarding the following issues: - Ghosting strategy - Log out to avoid death Definitions: /// Ghosting strategy: One player logs out from Server A during a PvP duell, joins server B and moves to an advantegous position (e.g. behind his enemy), rejoins server A to kill him. Associated Problem: Player spawns behind you by accident (normal login). Minor problem, but relevant for hot spot locations. /// Log out to avoid death 3 different situations: - DC immediatly when being shot upon - DC when chased by Zombies - DC from a "danger situation" "Danger situation" means that you escaped the immediate danger but you are still not safe and should not log out. E.g.: Player is pinned down in a building. He is in cover, but still has to face the issue to get out of there. This issue cannot be addressed efficiently by e.g. a delay on logout. Assumptions: - We want to keep the principle of "1 character - all servers" - Players can loose connection for legit reasons. - Legit players should not be punished in a severe way for connection losses. - Realife > Gaming. We have to be able to log out relatively quickly (max 5minutes) without suffering a severe penealty. Some minor penalty may apply though. Perhaps there is not one right way to solve these problems while maintaining the "1 character - all server" system. Perhaps the solution will be a mix of different mechanics which will not prevent abuse competely, but will make it unattractive and therefore unlikely to happen. Possible solutions: 1.1 Logout timer. A player figure remains in the game for time X [3 minutes?] after DC and can be killed by Zeds / Players. Pro: - Strong effect on "DC to avoid death" - Medium effect on "ghosting" Contra: - Could punish legit players who experience connection loss while being in PvP or around Zombies. But: Legit connection losses are rather rare, aren't they? And: 99,7% of your time you are not in combat with another player 80% of your time you are not near zombies - "I know several people from the EU/AUS/NZ who play and get booted constantly because of ping. They don't have issues playing until players start coming together." [Zipper [82ndAB]] - Relativle weak effect regarding "danger situation", e.g. player pinned down behind cover can still escape 2.1 Timer of X min [15 min?] after DC prevents logging into the same server again. Pro: - Efficiently prevents ghosting techniques Con: - There are legit reasons to join the same server again 2.2 Variation: Timer of X min [15 min?] in the case: DC from server A, login to Server X, re-login to server A Pro: - Less legit reasons fur such a behavior 3.1 After loggin into the game you will be unconcious for time X [1 Minutes?] Pro: - Quite effective against Ghosting as they intend to log in next to your position. Contra: - Negative for legit players who are looking for a server with a good ping. Restrict timer to 1 minute might be a compromise. 4.1 No re-login in cities or major locations. . This following solution does not exactly prevent "DC to avoid death" or "Ghosting". "All cities and major locations (castles, airfields, etc) have a radius around them that you cannot spawn inside of. The zones will be posted by devs for all to see. If you log out within a zone, upon relog you will spawn just outside the zone (as close to where you logged out.) This solves many issues right away". [iherron] http://i.imgur.com/tp1Ho.jpg [Map from user DL1P] "Where the red circles mean you get moved out of the circles into random area close to but outside the circle. You could probably script a message saying your logging out in a red zone are you sure "yes" "no" buttons. All zones ignored if same server loggin and all zones ignored if re-spawn from death." [DL1P] Pro: - You can actually execute strategic ops on targets in high traffic zones, since you're able to clear buildings with confidence. - Reduces farming - Greatly reduces log-on kills in buildings/loot spots. - It does not take much time for a player to get out of a city Con: - Does not prevent "DC to avoid death" or "ghosting" - Light punishment for legit players who have to DC fast or have a connection loss. [Acceptable?] 4.2 Variation: Player cant log out in cities. Logout button does not work while in city. If connection loss: Punishment (X % of catching a cold) Pro: - Could prevents about 80% of the situations where player DC to get out of a "danger situation". (Why? Danger situation = Player pinned down in cover. If pinned down behind a tree in the wilderness the player wont survive a DC timer (if implemented). These sitations normally appear within towns when player hide behind or in a house) - Practical solution. Players can logout with low time effort (max 3 min to get out of town). Con: - Punishment for legit players (But: If a DC timer is implemented we would have already decided to put legit players at risk. See 2.1) 5.1 Special Save-Locations. Actually the opposite of the idea in 4.1. It is primarily designed to avoid "ghosting". Part of the game will be that you will have to find a place to log out for the "night" (=log off) This might sound a bit arcade on the first view. But it might have potential. Viable places: - Houses in small and medium towns - Your own tent - Perhaps reconsider the purpose of tents? (Make them lower in backpack usage, way more common, no storage capacity; Takes a x- minute animation [3 minutes?] to build up the tent; only outside of the city. Then the player can disconnect. The tent might disappear with him.) Or you enter any viable house and choose the option: "Choose as sleeping place" You can do this from time to time during while you are travelling to "update" your position. When you relog you will spawn at the last position you have "saved". If over x km [2km?] away from this position when logging out, you will spawn at your DC location. Punishment for not sleeping in a save location: X % chance to catch a cold If a player does not want to use his last "save point" he can choose from the menue at any time: "Sleep in wilderness" Pros: - Would further hinder the opportunity to ghost - Punishes players who "DC to avoid death" (X % chance to catch a cold) - Quite realistic mechanic (game immersion) - Players who are lost in the middle of nowwhere without a tent would have a problem which I find quite interisting. Cons: Punishes players who DC due to connection loss (X % chance to catch a cold) There has to be a penality for sleeping in the wilderness otherwise the system does not work 6.1 Server checks for other people in the area. Login not possible if other people in the area. Have not elaborated this opportunity yet. Please add your thoughts for this. Negative: Logging out together with friends in the same area impossible as long we dont have a team-system implemented. 7.1 Punishment for disconnecting while bleeding / being unconcscious/ Taking non fatal damage If player logs out after time X [60 seconds?] after he has taken damage OR is bleeding OR is unconscious -> Player dies Pro: Efficiently addresses "DC to avoid death" Contra: Can effect legit players (connection loss). Very unlikely though to disconnect in this timeframe. 8.1 Visual alert of players if someone logs in in the vicinity "What if upon logon, there was a script which checked for proximity to other players. If a player logging on was, say (arbitrarily), within 300 meters of another player, the following would happen: the ear/eye indicators on the screen of (of both players) would flash red a few times. That's it. A subtle way to alert the player already in-game and the player logging in that someone is now in the vicinity (without having moved there on the current server)." [b_Winter] Threads covered: Preventing "ghost" tactics (switching servers exploit) "Ghosting" Suggestion To fix server hopping, or not to fix server hopping. nti Server Hopping Suggestions The Ghosting issue Pvp Server hopping Fix idea for server hopping Server hopping: a way to limit it? Anti Server Hopping Suggestions Fix Server Hopping/Quick Leaving (Borderline Cheating) Server Hopping Exploit Possible Fix A different (partial?) solution to ghosting. If you log out within 20 seconds of taking non-fatal damage, you die. Server Hopping/Exploiting Prevention Idea Suggested Fix for DC'ing in PVE & PVP Disconnects. Cheating death through disconnects
  19. GodOfGrain

    How to develop trust?

    hehe small story. Yesterday a guy joined our teamspeak. Didn't know him but he said he has already played with some of my mates a week ago. Made a friendly and serious impression on me, so I decided to go down south and team up with him. Was quite a bit worried though on my way. None of my mates was online so I could ask them if he is allright. Anyhow, I decided to try it (and put me and my M107 at risk). While walking down he died as he was low on blood. On one hand I was a bit relieved when we finally met and he had no weapon. Gave him compass, binoc and map but kept my secondary. A friend logs in and tells me he is allright. After some time I cover him in some distance while he loots a barn. He finds a shotgun with no ammo and a hatchet. I see him coming out of the barn with the hatchet equiped, leaving the shotgun behind. OUH. First of all, the view of a guy carrying a hatched looks really scary in my eyes. Secondly: Why does he prefer the hatchet and leaves the shotgun behind? I wouldn't have done this, even if there is no ammo for it. Perhaps he needs something which can kill now rather than later... I let him follow me again but keep some distance. A minute later I make a step to the right and disappear in a tree. Let him pass me ... and move in the opposite direction again and hide. Soon he asks me where I am. I don't answer, stay silent, thinking. Is the hatchet man going to kill me? They start to think my PC crashed... After some minutes I made my decision. "Sorry guys, was afk." Called this guy back to my position. But told him to de-equip his hatchet since it would look scary. We took position beyond a tree and I teached him sniping, how to calculate distances. But carefully looked over my shoulder once in a while to see if he equips the hatchet... He didn't do it. Friendly guy and good player. Jan, if you read this: Don't worry, you're part of the group now :) So... the point of the story: Trust is something which a gameplay-mechanic cannot facilitate. Even with TS (and after some time a recommendation of my mate) I was not trusting him. Wouldn't have that big of a problem to put my life at risk if I wouldn't have carried a M107.
  20. GodOfGrain

    I didn't kill a guy today

    Me and my team never log out if in danger. Yesterday my friend was shot at while sitting on the hospital in berenzino. Stayed there for 30 minutes until we could be "sure" noone is waiting anymore. Even with the most fancy equipment I would not log out to avoid death.
  21. GodOfGrain

    Server Hopping/Exploiting Prevention Idea

    Hmm I think we should preserve the 1 character - all server idea. Tried to put everything on this topic together: http://dayzmod.com/forum/showthread.php?tid=23823 Feel free to add some more or criticize the suggestions to help Rocket out.
  22. GodOfGrain

    Compilation: Community Ideas reg. DC / Ghosting

    Do you think I have defined ghosting wrong? Don't think so actually :) At least here in the forum it is used in this way I think. Rocket is aware of this issue and has already tried to solve it. Didn't work though. He started with a small timer on logout (2 sec). I think he reverted this due to technical reasons. Log out timer is probably the most important tool vs DC to avoid death. But: It does not help very much against ghosting. And yes, I think it can help Rocket. With 50 threads and above about this topic he has to a) find them b) read through a lot of stories and complaints about DC c) read the same advices 10 times
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