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Everything posted by ZedsDeadBaby
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Just curious if my problem is isolated, or widespread. Are people's characters being maintained between sessions? I can keep a character between two or three sessions, but inevitably and eventually I always end up back on the beach as a new spawn, even after logging out fully fed, healthy and alone.
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Fall damage is now off meaning snipers can now freely jump down from a building
ZedsDeadBaby replied to crazyandlazy's topic in General Discussion
A question only almost as stupid as your post about corpses disappearing. Congratulations on impressing me twice in 30 seconds. -
If I can't play I want my money back.
ZedsDeadBaby replied to Redmaxblower's topic in General Discussion
Tough shit, pickledick. -
Congrats to people who hated server hoppers, but was it worth it?
ZedsDeadBaby replied to Rick1633's topic in General Discussion
Next to "You Have my Beans" should be a button to "Nominate for Stupidest Fucking Post of the Week." I would be pressing it so hard right now.- 38 replies
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A tool to simplify reporting dodgy servers
ZedsDeadBaby replied to Gruso (DayZ)'s topic in Server Advertisement
Looks fantastic. Now we just need a GSP willing to actually enforce the rules and do a damn thing about any of the hundreds of reports they must receive every day. So far it seems like their approach is a big fat "oh well, tough shit." -
Constant PVP ruins the fun of this game
ZedsDeadBaby replied to wuffi (DayZ)'s topic in General Discussion
Not at all; plenty of other giant walking vaginas around here feel exactly the same way! -
They are, but you say that like you can just claim to be "mentally damaged" and sue with no actual evidence to support the fact that you have suffered such damage. That's not how it works. "Mental damage" is a real thing. It's not just being "really upset about something." You would need a licensed physician to testify to the fact that you were mentally damaged by viewing the content. You would further have to show that Dean Hall or Bohemia Interactive knew ahead of time that viewing such content would cause mental damage. You cannot accuse someone of being negligent if they had no way of knowing that their actions might cause you damage. Since you would absolutely be completely making up the fact that you were mentally damaged, and no such thing has ever happened in the history of mankind you would neither be able to produce a physician willing to testify to your imaginary mental damage, nor evidence to show that Dean or Bohemia had any reason to believe such a thing were possible. You seem to have this early-elementary school concept of litigation where you can just sue someone who does something to make you uncomfortable and claim "mental damage" and have your case heard. You absolutely cannot do that. Cases are reviewed and if you have neither evidence of damage nor evidence of neglect on the part of the defendant, your case will not go to court. Period.
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The fall damage system in the game is rather rudimentary at this point. The check on collision with a surface seems to be roughly as simple as: if ( player.distanceFell > engine.safeDistance ) { player.setHealth( -1 ); } I think we all agree it could use some refining. Most of us who have spent more than a few hours in the Standalone have had at least one "wtf moment" where we fall what seems like a short distance assuming we're going to take off running fine and free, only to see "You Are Dead" and wonder what happened. It's almost comical to imagine in some cases - jumping off the edge of someone porch only to collapse in a crumpled lifeless heap in the yard. So, what can be done to make the fall damage system more robust, authentic and interesting without necessarily going overboard with details? I think there should be a scale of injuries ranging from simple to severe, each resulting from falls at various heights and each requiring their own levels of treatment in order to heal. It's a system that seems complex at first glance, but I think it is entirely within reason given the current functionality. It's really just a matter of knowing how far the player has fallen, and applying a different injury type. Level of Injury Bruise The simplest foot injury possible. This will reduce run speed by a small amount and will require a short time to heal on its own (maybe 15-30 minutes in game). Sprain A more severe injury, but still relatively mundane. Run speed will be reduced by a slightly greater amount, and a moderate amount of time will be required for healing (30-60 minutes). Pain noises my involuntarily eminate and cause instability; prevent this with painkillers. Simple Fracture The bone is broken. The player will be unable to stand until a splint is applied. Thereafter, run speed will be severely reduced for a time and the player may occasionally fall; pain noises will often eminate; prevent them with painkillers or morphine. Healing will take time (1-2 hours). Compound Fracture The bone is broken in multiple locations. This may cause bleeding which will require bandages. The player will be unable to stand even after a splint is applied. 1-2 hours of initial healing will be needed, during which time loud pain noises are common and can only be lessened with morphine. After the initial healing phase, the injury behaves as a simple fracture (splint still needed, run speed reduced, additional healing time needed). Comminuted Fracture You have shattered your bone. There was a time when surgery and pins may have helped you walk again, but that time is in the past now. You are incapicitated permanently, and will remain in constant pain and require regular morphine injections (or perhaps there's another, simpler way out). Fall Height Scaling In order to apply these different types of injuries, fall height will be tracked. Each injury type has an inreasing degree of likelihood depending on how far you have fallen. Short falls will result in either no injury or a Bruise or Sprain. Moderate falls start to incorporate a chance for Simple Fractures. Longer falls will very likely result in Simple Fracture and may eventually cause Compound Fractures or Comminuted Fratures. Of course, falls from unsafe heights still have a chance to kill you, with very long falls still assuring death. Supporting Mechanics Carrying, Lying, Bedrest All healing is accelerated if the player does not put weight on their foot. Players should be able to carry their friends in order to accelerate injury healing. If players could rest in bed at a house or hospital, healing should accelerate even faster. I love the idea of standing guard at a house or hospital while my friend is inside recovering from an injury. Gunshots Can Hit Bones Simple, Compound and Comminuted Fractures are all possible as a result of gunshot wounds to the legs. Larger caliber rounds cause greater injuries. Suicide by Firearm, Poison Ingestion, Morphine Overdose Players who have suffered Comminuted Fractures should have the option to end their lives in a variety of ways. Players very dedicated to maximizing survival might ask their friends to carry them around as long as possible, but players who are alone or who do not wish to burden their allies in this way should be able to end their life.
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We NEED some way to identify heros and bandits.
ZedsDeadBaby replied to 1S1K-Airborne's topic in General Discussion
You could have stopped there. That's all you need to realize this idea is a pile of dogshit. -
I didn't say I take his word from anything, mate. I just take it over yours. Big difference. There are places where firing a gun is illegal. So by your logic people who use firearms are less intelligent than those who do not? You are purposefully obfuscating the discussion in order to prove a point that is beside the actual thrust of your claim. Cursing is not, by definition, derogatory nor does it necessarily put people's ideas down. I can say, for example, that "That's a fucking brilliant idea!" Or "I fucking love this idea so much." If I tell my wife "Seeing you in those yoga pants makes me want to fuck you cross-eyed" do you think she's going to feel "put down" by that? Because I can tell you from experience that she absolutely does not. Again, you are the one talking about putting people's ideas down. That's not what we're discussing. As for "offending" people, I refer you back to the original video. People who are offended by swearing are just looking for a reason to be upset about something. It's fucking pointless. It's not that I don't understand what you're saying, it's just that I think it's stupid. See that? Notice how putting down your idea has nothing to do with cursing? I can do it using any old language. But, we both digress, don't we? Let us leave it here because I'm pretty sure nothing is going to come of this discussion.
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Enhancing Fall Damage: Leg Injuries & Treatments
ZedsDeadBaby replied to ZedsDeadBaby's topic in Suggestions
Your character's behavior will be the prime factor in figuring out how bad your injury is. If you put on a splint and still can't walk, you know it's worse than a simple fracture. I think this mirrors reality somewhat, because without an X-RAY you can't actually tell a lot about the severity of an internal injury from the outside. I'm just not sure I agree. The same could be said of the complexity of the hunger/thirst system. rocket could have gone with a simple "you're either hungry or you're not" system, but instead he spent the time to basically model a system of digestion, energy transfer, virtual stomachs that can get full, vomiting, etc. With so much specificity and granularity when it comes to how hungry I am, I don't see why we wouldn't expect the same level of detail when it comes to degree of injury. To me the current system just seems simple to the point of feeling inauthentic. Broke your leg? No problem, tie an old dirty stick on it and you're healthy as a horse! -
To those who dislike the new combat logging timer
ZedsDeadBaby replied to africanhungergames's topic in General Discussion
Then people will be right back here complaining that the need to sit down makes them too vulnerable. That's just kicking the bitch-can down the road. The existing system is fine. Log out in a safe place; it's absolutely not that hard to find one. -
No, they log out in the corner of a room they just got done looting because they're planning on server hopping to loot the same room on another server. They find the added burden of running outside and finding a safe place to log out unconscionable. Anyone who has a problem with this system is just angry because it is a huge step toward fixing precisely the problems it is intended to fix.
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Explaining the nature of "Killing on Sight": A Sloth Insight
ZedsDeadBaby replied to OldGreg (DayZ)'s topic in General Discussion
The sentence makes perfect sense without the word "because" in it. -
If you think Stephen Fry "appeals to the uneducated," you are completely unfamiliar with his work. He is one of the most brilliant humans of this generation. He's an award-winning documentary filmmaker, stage actor, playwright, linguist, author, comedian, political activist and humanitarian - working to further understanding and support for those with mental health problems as well as furthering LGBT rights. He has been called a national treasure and a living icon. I promise you he does not need to "make money from appearances and such" by using curse words. You will forgive me if I put a little more stock in his discourse on the use of language and vocabulary than I do some random dickwhisker's on an internet discussion forum. You're free to continue to disagree, so long as you're comfortable being completely wrong. The idea that using "dirty words" means you're less intelligent or possess a less-developed vocabulary is completely unsubstantiated hogwash. In other words, it's a bunch of fucking bullshit.
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No, it's not obviously the preferred method. If the logout timer could be cancelled, then people would simply run and try to combat log knowing they can cancel it at any time if they're caught. In the current implementation they know that once they hit that disconnect button, all bets are off and they have to deal with the consequences. It's a much better system because it uses fear of the unknown consequences to encourage people to stay online and flee to safety the "real" way. Plus, it has the added benefit of making people think carefully about where they go to logout. It makes the decision more weighty. It feels like finding a place to camp for the night or whatever, and that feels more authentic. You feel vulnerable? Good, you should. You would feel the same way if you went to sleep in this shitty world we call home.
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Spoken like someone who hangs out in Chernogorsk all day; just go sit in a bush and logout. 999 times in 1,000 you will be fine. As for the 1000th, tough titties.
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Haha, yeah. No.
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Login timeout suggestion: Only give penalty waiting time on manual logouts, not server disconnections
ZedsDeadBaby replied to Jacob31593's topic in Suggestions
That completely 100% defeats the purpose. -
Disabling the Respawn button for healthy players was a good step toward making suicide less viable for new spawns, but it obviously only went so far to solving the problem. People just find the nearest lighthouse or smokestack and throw themselves off, or attract a bunch of zombies and get themselves ate. This disregard for survival is anathema to the idea of being a "Survivor," as we all are meant to be. It also trivializes the spawn system design, which is meant to challenge players by isolating them and forcing them to get their bearings and travel some distance before meeting up with squad mates, finding high-value military loot, or just getting clear of the coastal war zone. In short, killing yourself should never be an advantageous course of action. It should be a last resort for incapacitated, starving or hopelessly lost survivors who have given up. In the interest of this, a very simple change: If it has not been at least three hours since your last spawn and you die to anything except hostile weapons damage player action, you spawn in precisely the same location as you did before. If you survive for three hours or die to hostile aggression, then you are assigned a new spawn point. The exception for hostile weapons fire aggressive action prevents spam-camping spawn points. Otherwise, this change means players are no longer able to simply run and kill themselves because they don't like where the spawned.
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Nobody needs to listen to music, or eat ice cream, or masturbate. Sometimes people do things because they want to, not because they need to. You have to understand that murder is a legitimate mode of player interaction. Maybe you wanted to make small talk about the weather or share chocolate chip cookie recipes, but he wanted to see your head split open like a pumpkin on Halloween. You had conflicting interests and his won out. Better luck next time. Understand that not everyone draws satisfaction from the same things in life. This will make you a healthier and happier Survivor. Now get back out there, pup.
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I disagree quite strongly. So does this brilliant man:
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No, "bro." I'm not angry at all. Why would you think that? I just disagree with you regarding your assertions in this thread. Okay. How about the murders in New Orleans, St. Louis, Baltimore, Newark, Oakland, Stockton, Kansas City, Philadelphia, Cleveland, Memphis, Buffalo...? Why do you think the world would become less violent if a major disaster occurred? New Orleans after Katrina showed us that violence increases during a major disaster when law & order break down and people become frightened and desperate. Some people would band together, others would not. Conflict would certainly be a daily part of life. I presume you're already in a "group" now since you probably live near other humans and you don't try to murder them daily, but I assumed we were discussing analogies with respect to the game where the apocalypse has already happened. Which is happening constantly in DayZ. You can find innumerable videos on Youtube of people traveling and working in groups in DayZ. Just because it hasn't happened to you doesn't mean it doesn't happen. I joined a clan my first day in the game and had dozens of people to play with in just a few hours' time. Your personal experience with Rust does not necessarily represent irrefutable facts about the game's ability to make people cooperate. You can google "Rust abuse" or "Rust cheating" and see that Rust has just as many issues with community violence, disagreements and harassment as DayZ. Also, keep in mind that Rust is much further along w/ respect to their development schedule. It's an Early Access game, but it is clearly much more fully-featured than DayZ at the moment, and much closer to Beta or Release.
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So you need a post-nuclear landscape for people to shoot at each other? People are murdering each other every day in Detrot and that's just a post-recession city in one of the richest countries on the planet. No nuclear bombs or zombies necessary. Just a bit of economic hardship and man's inhumanity to man. Your concept of the goodwill people would show each other in this situation is hilariously naive. Yes, some groups would form to protect and help the sick, weak and poor. Other groups would form to absolutely pillage, rape and murder. Anyway, if you want to form a group, go form a fucking group. Nothing is stopping you.
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Character Died from 5ft drop (estimate)
ZedsDeadBaby replied to TiptonSamurai's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/171081-enhancing-fall-damage-leg-injuries-treatments/ Go here. Comment.