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b_winter

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About b_winter

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  1. b_winter

    Camo Face in DayZ

    They are visible to everyone else.
  2. I've searched for something similar, and unfortunately have to concur with the others - I don't think there is an existing chart out there that correlates well to DayZ. Furthermore, after some testing, I'm not at all convinced that the mildots on the DMR scope function as they would IRL, either. -{CQF}PFC Bee
  3. You are correct in saying that it would "fix" ghosting. However, it places legitimately DC'ing players at too great a disadvantage. Take myself for example: I am (a) part of one of the largest units currently playing Dayz and (b) a father of two young sons. Regarding (a): what if I start playing on one server, then a couple minutes in I find out that a large portion of my unit is playing on another server? Should I then be inconvenienced by a loooooong logout timer while waiting to switch servers? Seems like punishment in the game for something that is outside the game. That would be ridiculous. Same with (b): quite frequently, I play after my children have gone to bed. Quite frequently, I play in-game in areas that are hazardous to my character's existence. Quite frequently, my children wake up and need some small thing. Obviously, I don't want my character to stay in-game while I must deal with the more important real-life situation. However, if your suggestion was implemented, I would have to do just that. Again, I would be punished in-game for something occurring completely outside of the game. Additionally, you point out flaws in your own solution: server side strain, and players getting killed while LOGGED OFF! In other words, your solution, in essence, forces me to render control of my player (in one way, the whole point of the game - control of your character) to the game. It doesn't work. Your solution, I'm afraid, is completely untenable. My solution doesn't punish anyone, especially for circumstances outside of the game, nor does it force you to give up control of your character at any point.
  4. tl;dr 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. Hey all, I've been mulling over the issue of ghosting for a couple weeks. For those of you who don't know what it is, very briefly: ghosting typically takes place in a PVP encounter. Player A (the ghosting party) encounters Player B. Player A then logs off server 1 where player B exists, and logs onto server 2. On server 2, player A then moves to a position that is tactically advantageous, were he still on server 1. He then logs back onto server 1, and gains the upper hand through what is functionally, if not technically, an exploit. The problems with this are, as far as I can see, threefold. One: as mentioned, this is, at least functionally, an exploit. It uses the fact of character persistence in a way which, at least as it pertains to the 'realism' aspect of the mod, is unfair (as others have pointed out, the state of Chernarus does not have parallel dimensions. Frankly, it's just a cheap tactic. Two: It nullifies the value of smart gameplay. Of what use is setting up tactically advantageous positions (say, for example, guarding the only entrance to a building) if someone can materialize in said building behind you? Three: it is immersion breaking. See point one and two. So - what is there to be done about this? Others have offered at least partially viable solutions (login/logout timers, designated logout areas, and sundry. I do have a suggestion to add - one which I suspect might be easy to implement, not involve timers (which I believe have a good chance of punishing legitimate players), and not be too immersion breaking. 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). This favors neither the person legitimately logging in or the player already in-game - it gives equal advantage to both. However, for those given to ghosting, it makes it harder to catch their opponent unfairly unaware. Let me know what you think. -{CQF}PV2 Bee
  5. b_winter

    [BM] Doctor

    Can you explain further? I haven't heard of this bug.
  6. b_winter

    REVERT

  7. A quick comment - a similar event happened on US21 - one of the CQF servers - this morning. Three deaths in very short order - all instant, all accompanied by broken bones and shock - and no gunshots. -{CQF}PVT Bee
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