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Wired

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Everything posted by Wired

  1. Wired

    Modding DayZ

    You dawg, I heard you liked mods. So I made you a mod of your mod, so you can mod while you mod.
  2. Valve doesn't have a game on source which features character persistence across servers and I'm sure if they did they'd have similar requirements or not allow player run servers at all.
  3. They have a written agreement where you can only ban for racism, abusive behavior, and for d/c. However it seems to be indicated that the burden of proof is on the admin - which isn't unexpected, as all the communities I have been an admin for have had similar requirements. *D/C may not be on that list, but it was implied by Rocket that it is an abuse.
  4. Wired

    Coping with Death

    I pick a new insane goal and attempt to accomplish it. This week it's axe murder.
  5. In general be prepared to offer up server logs and other means. In fact, there is someone who did a good job of defending their position versus people saying they were banned unfairly. I believe his forum name was Reality? I'm not sure.
  6. Soap on a rope' date=' there is a lack of females in this world...you never know who is watching. Besides this it depends alot on what the developers can do, I will push them to the limit as I do not know their limits, but when I do I will downgrade my suggestions to their current level, then better them with higher suggestions from then on. Aswell I thought the blood thing as a player only interaction, as you deal with zombies so much you would be at a 20 instantly, besides their blood is everywhere, but survivor blood is a rare thing to stumble upon. [/quote'] I'd imagine infected blood would be...less healthy than the average starved survivor's blood
  7. It would be cool to see how far one was visible in the air like that.
  8. Personally the Chernus map is too small for effective communities to form/social activities. With a much larger map(However more server resources, bleh) it would be a rare site to come across people who have blockaded off a hotel motel for their own use. however in such a situation, it would be cool if a mechanic was set up where zombies would no longer spawn IN that general location, however they would spawn x distance from it and wander in....
  9. Interestingly enough, there are flare grenades for the underslung grenade launcher... I'm not sure how they work though, I never carried them. However they would be a good model for how the flare would act.
  10. Wired

    What kind of murderer are you?

    One guy wouldn't talk to me, so I offered him a pepsi in that creepy pedophile voice from Family Guy. He snuck up to me later and I almost wasted him with my crossbow, however turns out I missed with the first shot and he quickly changed his tune (He didn't have a weapon.) I have killed a number of players - mostly in self defense. In some cases where the fight was clearly just accidental, I've offered to bandage/restore the other guy but they usually refuse. One day though, I aspire to shoot someone in the knee and wait for their friends to come bandage them...
  11. Wired

    THE BEAR TRAPS ARE COMING! :O

    There are a few things to consider with the new patch: First, there is a database cleanup going on which takes care of some of the legacy wires strung about. Should help with some of the spam. Second, apparently something is being done overall with the frequency of wire and tank traps. Finally, With any luck bear traps will be a rare spawn and fill some considerable space in your pack. This thread is now about Stupid Bear trap tricks! 1) Get a well geared friend, with gillie suit and all. This is a sacrifice, but well worth it... Surround him with bear traps. Bonus if this is in high grass, but also high traffic. Have him respawn. Sit back and watch the hilarity. Heck, you might even just create an obvious stash of gear and surround it with bear traps. 2) Bear traps around obvious tents. Same as above, just watch it with a sniper rifle. 3) bear traps along commonly traveled routes. Namely NE of the map to NW of the map. 4) Placing bear traps on known player spawn points. I'm not sure if there is a mildly random placement to where one spawns when the area for their spawning is chosen, however if there isn't than get ready for some epic griefing.
  12. No. I'd see people serverhopping more to get around them, just like they have to do now in order to get around wire.
  13. Wired

    Banned for "NightCrawling" ?

    A less trolololol response: Nightcrawler is a character from an American comic book who had the ability to teleport around. They probably didn't want to say "Bamf" - the sound effect he makes when he teleports - because it's associated with being awesome these days for mysterious reasons. In short, they probably thought you disconnected in a firefight.
  14. It seems to be a problem' date=' maybe less these days but I don't know, anyway that part of the timers is very,very benign compared to the "do not leave the fight" timers, and the first level that annoys clean players can be brought down even more by increasing the exponent part (say 10s->30s->90s ...) I guess if the anti-ghosting measure can be implemented quickly we'll see if the "DC epidemic" goes down or not. As far as getting punished due to software issues, I believe that my end of the argument would be cleared up on a couple of levels if the following where to happen: 1) The game required a more stable build of Arma II. a lot of the good features and preventative measures lately have required the beta build however it wasn't until this latest build that I started having problems. 2)Servers ran the latest version. Also something which propped up, since a lot of servers were still running 1.60.0 of the Arma client but they required a later beta version. I am beginning to suspect my issues are a combination of these things, as certain servers I will not crash on despite 12 hours of gameplay. This might make disconnect timers more tolerable, however certainly not for more than a minute. There are two levels of disconnecting to avoid consequences: 1) Zombie clearing: I wonder how hard it would be for the server to store how many zombies are on aggro with you when you disconnect. Understanding of course that the more the server has to keep track of, the less performance you are going to get out of the system... 2) Escaping pvp: The hardest to justify - it does happen, on both ends of the scale(Pvpers disconnecting to avoid retribution, people in general disconnecting to avoid death.) If there was something simple to keep track of outside of just a flat penalty, this would be a lot cleaner.
  15. Now that is indeed a sad day.
  16. I wonder exactly what the claim to fame for farming is... There are two scenarios in which farming is unsuccessful. Lets say I'm hiding in the barracks at the NW airfield. I switch to server 2. No one has been to the NW airfield. Therefor, no gear has been triggered. I switch to server 3. Someone has been there. The good gear has been looted. What are the off chances you get there, someone is in the area but just doesn't visit the barracks, and you manage to grab some sweet loot? On high population servers, there is a good chance someone has spawned it and is there, and if they catch you logging in they will just shoot you where you stand. A disconnect timer would, realistically, only fix situations where you are looting and someone is in the area, since they are very likely to make it to the high-reward loot areas first and shoot you. Also, regarding people disconnecting to avoid being killed - I have to wonder how many of these are people who disconnect to try to ghost versus people who disconnect and go to a different server. The Majority of bans I see regarding this are repeat offenders who keep returning to the fight. Also, constantly checking for a series of statuses is a huge load on the server.
  17. My computer is actually pretty decent, hand built with some mild overclocking and a good solid graphics card. Being someone who is a computer science major, I happen to understand what happens when you have a alpha-state software running on a beta-state of another piece of software. Pro-tip: it's not pretty. ITT: itputsthelotion making baseless assumptions.
  18. First' date=' No. This isn't an MMO. your stats are persistent from server to server, but they are in battlefield and diablo 3 as well. They're not mmos though. MMO implies full persistence as well as a massive world. And again, You still get something back from eve. You have to go Out of your way to not be careful and lose everything in permanently in Eve. [hr'] I recommend you view my post a few before that one. No' date=' log out timer is NOT elegant, and AGAIN MMO STYLE MEASURES do not work for a MAJOR reason: In MMOs you don't lose everything after death. Even in Eve, you have insurance. [/quote'] Ultima online, tibia etc. Just because the recent batch of MMOs got all care bear, doesn't mean that oldschool MMOs were not hardcore to the max and didn't include lock down timers. 15 minutes you were locked down in some games after you killed a guy -- And guess what? It was justified, if you died you lost ALL your equipment and days of work. The PvP was intense and satisfying all the more because of it... It brought realistic emotions into the game which are all too lost in so many easy mode games these days. Ah Ultima online. such a great game. However you over estimate the logout time in UO. Even before it got carebeared, campfires were a waste of time. The 15 minute timer was Tibia. The point also stands, PvP is so, so much better when there are things to loose. When people can't log off or run to their safe zone at the drop of a hat. Human emotions like fear, panic come into play -- you get a genuine adrenaline rush from pixels. It's fun... People like pvp for different reasons. If getting free kills because someone crashed at the wrong time gives you adrenaline, than you need to get checked. Let me underscore something here: If you are posting here because you want PvP to be more exciting, then you're posting to this idea for the wrong reason. You need to understand that there are a host of legitimate reasons for someone to lose their connection at the wrong time, and you need to be less worried about increasing your kill count. What I have posted regarding the game is not a carebear stance. it is a common sense approach to something which IS a problem with the game and doesn't just lump everyone who loses connection to the game into the same category. You need to think along these lines. My ideas are not perfect, however they are a far cry above "Let a guy stand there for 30 minutes so that I can stumble apon him, kill him, and get free gear because he was unfortunate enough to not have the right video card in his computer"
  19. First' date=' No. This isn't an MMO. your stats are persistent from server to server, but they are in battlefield and diablo 3 as well. They're not mmos though. MMO implies full persistence as well as a massive world. And again, You still get something back from eve. You have to go Out of your way to not be careful and lose everything in permanently in Eve. [hr'] I recommend you view my post a few before that one. No' date=' log out timer is NOT elegant, and AGAIN MMO STYLE MEASURES do not work for a MAJOR reason: In MMOs you don't lose everything after death. Even in Eve, you have insurance. [/quote'] Ultima online, tibia etc. Just because the recent batch of MMOs got all care bear, doesn't mean that oldschool MMOs were not hardcore to the max and didn't include lock down timers. 15 minutes you were locked down in some games after you killed a guy -- And guess what? It was justified, if you died you lost ALL your equipment and days of work. The PvP was intense and satisfying all the more because of it... It brought realistic emotions into the game which are all too lost in so many easy mode games these days. Ah Ultima online. such a great game. However you over estimate the logout time in UO. Even before it got carebeared, campfires were a waste of time.
  20. There are MANY reasons not to use a logout timer to fix disconnect issues, chief amongst those is the requirement for this mod to use a beta version of arma II in order to play. As you all know, Alpha and Beta versions of the game are incredibly unstable. A common problem with Arma II is that your game will minimize and you'll not be able to open it back up, and you'll have to cut the process. There are also numerous internet issues. I'm not going to get into these, but the short description of what I would say is that "Internet Service Providers are not perfect." While some of you may not experience these disconnects, you have to understand that despite your luck they do happen. And they don't happen announced. At one point my game was crashing every 5 minutes. There are numerous crashes that can happen because this game is in an alpha state and requires the beta state of a different game to operate. Anything can happen: Software, to hardware, to internet, to server, to dayz central server. I realize a lot of you feel that a disconnect timer is effective for this because MMOs use them, however there is an important distinction between dayZ and an MMO: In MMOs, when you die you do not lose anything. A semi-exception is Eve, but you have INSURANCE. One of the more pressing issues with people disconnecting is that they are doing it to get to a different position. A good fix to this is one I've seen float around the board: Simply make it so that if you disconnect from server A to connect to server B, you cannot cnnect to server A for an hour or some other significant but reasonable amount of time. Problems with people disconnecting after they've been shot/fatally wounded? Have the server hang onto their state, and theoretically have it update their character with the current status if they disconnect unexpectedly. That way, they retain their fatal injuries onto the next server they join. Simply put, using a disconnect timer is a terrible solution to something which has to be solved in the long term of this alpha. It's also easily griefable- I believe the last attempt at this was removed because someone could wander by and just loot your stuff.
  21. I recommend you view my post a few before that one. No, log out timer is NOT elegant, and AGAIN MMO STYLE MEASURES do not work for a MAJOR reason: In MMOs you don't lose everything after death. Even in Eve, you have insurance.
  22. In order to try to survive, you need a chance of surviving in the first place. The point of my post was to show exactly where these level of suggestions are heading: towards a completely unplayable mod.
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