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CitizenIosef`

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Everything posted by CitizenIosef`

  1. CitizenIosef`

    The Shack - a different kind of Taviana server.

    To be clear: The anti-combat logging script currently requires the player to be 65m away from other players and zombies, and to be still for 30ish seconds. This does not include turning and moving your head, but any other animation will trip the in-combat marker. Easymode: Just take 30 seconds to say goodbye to everyone, or spend 30 seconds making sure you're not being followed.
  2. I'm a bit late to this party, but here goes. The 7.62x39 has a somewhat inferior wound channel compared to the 5.56x45mm/5.45x39mm with all else being equal. That being said, the light cover penetration(shooting through foliage) of the 7.62x39mm is superior to its younger bretheren. Hard cover penetration is also superior, but still not significantly high enough to count on. Delivered energy may be higher, but that means exactly jack when compared to the fragmentation qualities of the lighter projectiles. At the end of the day, the differences in wound channel are minor enough that I'd be able to accept 5.56x45mm, 5.45x39mm, and 7.62x39mm having roughly equivulent damage values. The lighter projectiles might do a bit more damage, and would almost certainly create higher bleeding values. For the purposes of balance, I can see why the 7.62x39mm platform does more damage. A louder report with less accuracy needs some sort of balance against the more-common 5.45mm platform. I wouldn't personally have set the damage quite as high as it is, and I might even make the x39 create more bleeding, but there it is. Basically, I'm a long way off from saying that the 7.62x39 should do 4x damage as compared to the 5.56mm in any case. Finally, the x39mm has a trajectory resembling a freakin' rainbow, while the 5.56mm stays quite flat(to a certain point) in comparison. I do disagree with the 5.45mm and 5.56mm having such different damage values. While there are 5.56mm loads that make larger wound channels than the 5.45mm, these are not in common use by the armed forces, and are likely only commonly available in the United States. As such, these damage and bleeding values should be more or less identical. Instead, there should be some nod towards the AR platform being inherently more accurate than the AK-74+ platform. As the user ergonomics are superior with AR pattern rifles, there is plenty of room for additional balance here while staying within the realm of plausible reality(reload times, etc). Where this manner of damage determination REALLY starts getting sticky is when considering 7.62x51mm platforms. There is a huge array of commonly used and available loadings, ranging from fast-n-light "like a 5.56mm but better" type loadings, to heavy and slow "just hit it harder" type loadings. Each has fairly unique wound channels and advantages/disadvantages. In a way, homogenizing this variety of loadings into a single cartridge does the 7.62x51mm platform an injustice. With my thoughts on bullet damage out of the way, there remains the issue of a hard-set number of bullets required to kill. In reality, .22LR has killed in one body shot. Entire teams of law enforcement officers have unloaded large quantities of the best quality loadings of .40SW into individuals who later appeared in court after a stay in the hospital. It becomes quite difficult to apply these concepts to a video game, but I have wondered if a damage-range would sufficently bridge the gap between reality and game balance. Instead of a set value that is modified by hit location, it is instead a range of damage that is randomly chosen and then modified against hit location, or perhaps hit location modifies the 'floor' of the range. Example: A 9mm pistol may do between 400-4000 damage, with a much narrower range of bleeding chance. A 5.56mm may also have a range, but this may be a narrower range, say 3000-5000 to reflect the higher degree of stop probability with the intermediate round. One argument against this is that nobody likes a dice roll for damage. I would like to counter this argument by stating that this mimics reality in a large way. There are so many variables to determine if a single bullet incapacitates that the shooter has zero effective control over, and DayZ should reflect that. To be clear: I dislike knowing exactly how many shots it will take to kill someone. /end soapbox
  3. Our server may fill your requirements. http://dayzmod.com/forum/index.php?/topic/111675-the-shack-a-different-kind-of-taviana-server/ Our population is a bit thready during the week - collge is back in session, and most of our players are students. Our experience seems to indicate that populations begets population; that is to say that the more players present, the more likely the server is to fill up. From an admin point of view, we love the 20-25 player range. Enough players to make things interesting, but not so many to attract many hackers. Vehicle and content-wise, our server may meet your requirements pretty darn well. We keep the playerbase updated with changes via that thread - if you're interested to see what we're working on, check out the latest posts.
  4. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Glad to hear it! The admins are currently locked up in the day-to-day grind, but at least one of us will be on later. The most active parts of the day seem to be from 3pm to 11pm PST - likely due to everyone getting home and wanting to forget about the day. :P
  5. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Quickie update. Deployed some packages that have been sitting here for awhile. Most are aimed at increasing stability and making logfiles manageable, but one that does impact you folks is the active combat script. Basically, if you do anything, you're in combat. Running, checking gears, etc. If you're within 65m of a zombie or a player, you're in combat. You can turn your body or your head without tripping the in-combat status, so when it's time to log out, chill out without running and you'll be good. Why was this included? We've received so many complaints about combat logging and other login/out based exploits that we had to do something. We'll give this script a fair shake and see how it plays out.
  6. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Interesting thoughts on the HMMWV TOW. All of the current missile systems are one-shot kills on our current lineup of armored units - this includes the AT-13 Metis, the M47 Dragon, NLAW, and TOW. The TOW is middle of the hunt in terms of speed, but is the least maneuverable of the bunch, which would make it the least capable of defeating moving targets. It also appears that the TOW has a 65m fuze range. We'll be keeping an eye on it as we are concerned about certain aspects of this particular vehicle. Good reporting!
  7. CitizenIosef`

    ORIGINS servers - are a joke

    When learning to admin a server, it can be very easy to be too liberal with bans. Not knowing better, a untrained admin may easily mistake a script restriction for a hack, especially with the new script restrictions that have been popping up. I've seen examples of admins mistaking common log entries as hacks. It is of huge importance to only ban individuals that are guilty beyond a reasonable doubt. It's a sad truth that sometimes admins take awhile to get the hang of things, but transparency, honesty, and research are the best tools to counter the learning curve. I wish Origins the best, and I hope any falsely accused reach a speedy postive outcome to their situations.
  8. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Stage 2 testing on the MLRS and BTR-60 continue. LAV-25 and FV510 have been set to not respawn until we decide what to do about them. HMMWV with TOW has been enabled for stage 2 testing. Between the data I went over tonight, and the conversations I've seen/participated in, there may be some confusion as to how the MLRS is supposed to be implemented. We're all for people finding new and inventive uses for equipment, but it may be helpful to know the designed intent first: Going into the Gunner position, use mouse wheel to scroll to Artillery Computer. From there, you can click a place on the map where you want to send ordinance, and it will give you a TOT number in seconds. Pressing fire makes a single rocket head towards that location, which you can then track on the artillery computer map. Vehicle and player locations are not displayed in this map, so you need exceedingly accurate co-ords to place fire accurately, and this can only be delivered reliably from a spotter with good communication skills. TOT numbers are rather high, so hitting a moving target is a pipe dream. Still, it remains a fantastic system for breaking bridge camps and for providing emergency fire support to ambushed players that were smart enough to leave someone with the artillery. The MLRS has been included with the intent to increase team play, but solo usage is possible if individuals broadcast their locations on side chat.
  9. CitizenIosef`

    The Shack - a different kind of Taviana server.

    This will be a quickie, got to head out. I'd argue that the inclusion of a launcher system is definitely required on account of the Mi-17, which has had it far too easy for too long. Let's not forget the Vodnik either, although that has proven to be more susceptible to damage than any of us thought. As far as these systems being too OP and not being inline with DayZ... I'd disagree. In terms of setting, being able to find and operate an AT-13 is far more likely than being able to find and operate an AS50. Furthermore, it's never been our intention to copy the setting found in vanilla DayZ. We're going for more factional warfare, and as it stands to reason that as factions would buck up and operate helicopters and vodniks, it also stands to reason that they'd get BTR-60s up and running. An AT-13, compared to what's already in the game, is relatively simple to maintain and operate. More importantly, it provides a counter to systems that are already in the game, and systems that will enhance the factional warfare aspects. I'll post an update later on once I get home and gather some data from yesterday.
  10. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Oops, forgot to post an update! Server is back up and running. In other news, the first iterations of the SCAR series have successfully spawned in game, as have the first guided launchers of varied type. Vodnik operators beware! Stage one testing is underway on all the new vehicles(by far the largest number of vehicles we've ever had in testing), and some stand-outs are the BTR-60, HMMWV with TOW, HMMWV CROWS with Mk.19, M270 MLRS, and MAYBE the AAV7. There may be a place for some of the heavier assets as well. Testing will reveal if the addition of more satchel spawns and guided munitions will be sufficient to reasonably defeat these heavier assets, but they haven't been removed from consideration yet: FV510, LAV-25, M2A1 Bradley(nonfunctioning TOWs), M2A2 Bradley(nonfunctioning TOWs), Stryker MGS and the BMP-3(main and secondary gun are nonfunctioning, only barrel-launched missiles work). The extreme end of the vehicles we've been able to add have almost - but not quite - been dismissed out of hand. These are so heavily armored and so unbalanced that we would have to make attack helicopters a regular spawn to see them reliably defeated. With that being said, we will still do the testing stages to make absolutely certain they won't work, and keep you folks informed. Examples of this class include the M1A1, M1A2 TUSK, and T-90. It's with a heavy heart that I say that I don't think there will be a place for any of the air assets successfully brought in. All of these include radar, and the memory of what armed air assets with radar can do to player bases remains fresh in our memory. Examples of this class include the Mi-8 TV3, Mi-171SH, AH-11 Wildcat, UH-1Y Venom, AH-1Z Viper, Ka-52, SU-34, SU-39, A-10, and AV8 Harrier. I will note that I have retained an AH-11 Wildcat as an admin transport - it would be incredibly helpful to have a spare heli class that is admin-only so that I may set it to be able to lift any vehicle for spawn management purposes and aircraft cleanup purposes. I know in the first post of this thread I talk about how the disdain I felt when I saw admin-only helicopters, and I want the players here to know that this aircraft is not for admin gaming operations, but rather for maintenance. It seems reasonable to me, but if this seems unfair to the playerbase, I'll certainly reverse my decision. New players looking at this thread: You may be wondering if this is an rMod server, with all the vehicles we are talking about. I want to be clear that this is NOT an rMod server, and that you do not need to install anything other than the latest Taviana.com map and DayZ to enjoy The Shack. Welp, looks like a quick update went a bit longer than expected again. As always, feedback on developments is welcome and encouraged, and I hope to see you all online!
  11. CitizenIosef`

    The Shack - a different kind of Taviana server.

    We seem to be suffering from some severe lag, to the point of a nonresponsive server. This is most likely another DDoS attack, and is being looked into.
  12. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Received and replied. Nice to see you on this morning/early afternoon! In other news, we're working on some new vehicles and kit - beyond what we JUST added. Experimentation yielded some additional weapons/vehicles that are usable: Weapons: (note that all weapons seem to be functioning perfectly at this time) The missing Camo G36s/MG36, The VSS Vintorez suppressed special purpose rifle, Most of the SCAR family of weapons(both H and L, or Mk16 and Mk17 alternatively), M32 six-shot 40mm grenade launcher(HE, multiple flare colors, multiple smoke colors), Metis AT-13 SACLOS wire-guided anti-armor launcher, M47 Dragon SACLOS wire-guided anti-armor launcher, NLAW Fire and Forget targeting or 'dumb fire' anti-armor launcher. (I feel like I'm forgetting something here...) On the vehicle front, we've found the following vehicles to be working. HMMWV with TOW launcher(seems to be working perfectly), HMMWV CROWS with Mk19(seems to be working acceptably), HMMWV CROWS with M2(M2 does not seem to be functioning, other functions are acceptable), MLRS tracked artillery system(seems to be working perfectly), Stryker MGS(seems to be working perfectly), LAV-25(seems to be working perfectly), M1A1 and M1A2 TUSK Main Battle Tanks(seems to be working perfectly) T-90 Main Battle Tank(seems to be working perfectly) Some of the BTR-type vehicles came in as well, but they may be suffering issues. Some of the Bradley variants came in as well, but may be suffering issues. On the aircraft front, it was rather hilarious. A-10, KA-52, SU-39, AV-8 Harrier, MH-60 Knighthawk, AW-159 Wildcat(Let's just call it a Lynx and call it a day), SU-34, I'm sure I'm forgetting something. Needless to say, some(most?) of these vehicles are wildly unbalanced for our type of gameplay, but we'll give them all a fair shake in stage one testing. We're fairly certain that the individual weapons will make it in - yes, even the launchers. We definitely need an anti-armor solution available to players, and some guided ordinance would definitely knock the Mi-17 down a few pegs. Some may make the argument that anti-armor assets aren't required at The Shack, but remember that Taviana 2.1 may bring us the BRDM-2, which will almost certainly require greater levels of firepower to bring down than we currently employ. So, what do you think? We're always open to feedback, and would love some on this topic.
  13. CitizenIosef`

    The Shack - a different kind of Taviana server.

    It occurs to me that Origins might be doable with our vision if we leave off the super post apocalyptic vehicles. We'll look into it. If it looks like we can rock it, we'll put it to a popular server population vote like we did with the original move from Chernarus to Taviana. I really like the idea of additional islands to make use of all that empty water area. The big detraction I see at this point will be the mandatory resetting of all vehicles and having to replace all those spawns. People will start at zero again, which may be a draw against a switch. But I'll definitely look into it and see if it'll work and if the server owner is into it.
  14. CitizenIosef`

    The Shack - a different kind of Taviana server.

    The issue with Origins that I have seen is that some of the buildings suffer from nonsensical placement. Also, while the new vehicles are very, very cool, it'd be preferable to replace all vehicles with vehicles of the same type - Origins still required vanilla DayZ vehicles to round out the vehicle selection. Finally, the aesthetic of the vehicles is somewhat seperate from the asthetic that we are trying to reach, as we're striving for a setting hours/days after the event, rather than months/years.
  15. CitizenIosef`

    The Shack - a different kind of Taviana server.

    For those suffering from Script Restriction #85, try turning off Nvidia 3D Vision. Source: http://forum.mydayz.de/mydayz-de-gameservers-hive/support/14339-script-restriction-85/
  16. CitizenIosef`

    The Shack - a different kind of Taviana server.

    A quick update on the current state of the wreck/care package spawns: To give some background, several weeks ago we decided to eliminate loot spawns at helicopter crashes. There was two reasons for this change: 1) The crash sites are entirely too easy to locate on this map, especially at night. 2) We've never been entirely happy with the loot tables of helicopter crashes, where one may find a Bizon next to a FN FAL. What sort of unit operates with a Bizon and a FAL in their equipment? We found this to be somewhat immersion breaking. To rectify the above issues, we started by eliminating heli crash loot. To replace this resource, we decided that expanding the loot found at non-burning wrecks and care packages would work well, as these resources are more difficult to find(since they do not burn/smoke), and since these resources natively support multiple loot tables. Our goal is to have the tables make sense - that is to say, you can go up to a wreck or care package, and tell what nationality or force the loot was sourced from. Up until last night, there was only the proof of concept loot tables which portray a modern Russian Federation force with the AK-107 family of weapons and other assorted Russian-sourced weapons. It was immediately apparent that something was wrong with the loot tables, as they were heavily biased towards AK-107 type weapons. Some spawns were entirely the base AK-107 - six or seven of them on the ground with varying amounts of ammunition. Last night we deployed a fix which would was supposed to fix the frequency of AK-107 systems in Russian loot spawns, and introduce NATO(G36/L85 type systems), United States type systems(M16/M4 family), and civilian/insurgent systems in their respective loot spawns. As of this writing, the Russian loot piles are still heavily biased towards AK-107 type systems(although not quite as bad as before), USA type loot spawns seem to be working decently, civilian/insurgent piles seem to be working decently, and NATO piles are not spawning at all as far as we can tell. Over the next week or so, we'll be deploying different wreck loot patches which will temporarily reduce the variety until we can nail down exactly how the percentage chance operation works. Please bear with us - the end result will be very cool and hopefully very enjoyable to play with. On two seperate notes: 1) AS50s and other rare systems haven't been spawning for quite some time. It has come to our attention that the total number of these systems have been increasing - despite not spawning at all. We suspect that we are once again suffering from a small number of individuals duplicating such items, and will be monitoring the owners of these systems closely once again. If/when we find duplication, we intend to issue bans persuant to our policy that views exploits as identical to hacking. 2) We will continue to look for a solution to the nagging issue of periphery dots. These will be eliminated at some point, as this is the second biggest complaint we receive from players. Attempts to remove this 'feature' have been unsuccessful to date, but we remain optimistic that we can successfully remove it.
  17. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Bans of WES10 and o.shadowfox have been lifted. We do not believe that they were aware of Ciceros hacking, and have taken into consideration both their spotless record and the good reputation of the entire o.[variable] clan. So, how does this fit in with our policy of banning not only hackers, but those they are associated with? Frankly, it does not. In this circumstance, there was obviously no evidence of these individuals hacking themselves(or the appeal would have had a different - and much quicker - outcome), but we have no way of knowing if they had knowingly or unknowingly received information/equipment/other assistance from said hacker. In this case, we've weighed our usual policy against the facts and the reputations of these players. I cannot stress how much I hope that they go on to prove that the appeals system we have in place here works and made the right outcome occur. Moving forward, I don't want people to think that they cannot team up with randoms. I simply want everyone to be aware of their surroundings and those they are playing with - hacking is on the rise, and it is an insidious enemy. These hackers have tools at their disposal which make detection very difficult for admins. The best tool at the disposal of those of us invested in The Shack a grassroots effort to report and observe the actions of these hackers. Nobody will ever be punished for reporting hackers - quite the opposite. Welcome back to The Shack, WES and Shadow.
  18. So I cracked open the fnc_wrecks.sqf file to see if I could have them generate themed loot. I wanted my players to be able to walk up to a wreck and tell what nationality that wreck belonged to. As the wrecks file supported multiple loot tables, this seemed an ideal place to start. I started off with this file: http://pastebin.com/4FLST94B And made edits to the loot tables, which resulted in... http://pastebin.com/sCSxAy9v Predictably, wrecks no longer show up at all. I've double and triple checked my classname numbers to loot chance numbers - all are 25 entries. I've checked my syntax, and it looks good... What am I missing here? Thanks!
  19. CitizenIosef`

    Issue with Gotcha-Antihack.com

    Gotcha has recently picked up a nasty habit of kicking my users for picking up chemlights. Easily reversed, minimal harm done. Changed gotcha versions to reduce the issue to a rarity.
  20. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Restriction 10 kicks have been somewhat frequent lately. The admin staff have been unable to replicate the issue, but we've heard from players that updating battleye manually fixes the issue.
  21. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Anytime carebear, you and Steven are always welcome at The Shack. Server is back up, btw. Now with DDoS protection!
  22. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Our host, DayZ.ST, is currently installing DDoS protection. Our server is down, and there is currently no ETA on when it will be back up. Once it is back up, we expect to be better protected from DDoS revenge attacks for banning hackers and the like.
  23. CitizenIosef`

    Silenced Makarov

    I rather like the Bizon. I find it to be the superlative looting weapon with it's low sound signature, zero flash signature, one shot head kill on zombies, and large magazine which minimizes amount of space given over to magazines.
  24. CitizenIosef`

    WofjeM Server | Butthurt Admin.

    It's already at the top, so it's not really bumping for such an interesting overall topic. So I tell myself, that is. As a fellow server admin, I understand that trying to play on the server you admin can be a difficult thing. That does not mean I agree with your course of action, but you've admitted your wrongdoing and that should cover the lions share of the issue - so long as you learn from the experience. Admitting and rectifying the issue shows a lot of courage that I found lacking when I was a player traveling the private hive circuit - kudos. Fair before emotion, thought before action. When in doubt, consult trusted ones. On the other hand, players that misrepresent data to seek a destructive aim based on vengance are great examples of the pitfalls of the First Amendment (If you hail from the states. If not, freedom of speech) and perhaps even represent the destructive and petty attitude that is pervasive in this generation of young ones. Says the codgy old bastard of 28 years.
  25. CitizenIosef`

    The Shack - a different kind of Taviana server.

    Update on appeal of Mt. Dew Marauders ban. Appeal has been denied by server owner. One week ban lifted, permanent ban put in place. Transparency of incident to be provided below: Let me be clear: We should have handled this differently. We should have banned him outright with the first concrete evidence found, and left the decision making about other members of this apparent ring of item duplicators to another time. We apologize to our playerbase for making this misstep, and hope you will continue to enjoy our server.
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