failhorse
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Everything posted by failhorse
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I came here thinking it was about the forum. Example: " I'd like to discuss this in the discussion forums." Predefined Responses: " Stop whining." " It's an alpha, stop whining." " How dare you even think about breaking my immersion. " " What makes you think anyone values your input." " This is DayZ uninstall plz" " You're expletive stupid for thinking X you dumb expletive." " I have 1200 posts. 1000 complaining about the Epoch mod. This is a survival game. Except when it's not."
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No, I do not want to spawn hop. It serves me no purpose. Getting out of a building right now. Damn right. Getting out of the building the other day. Also right. Couldn't vault out, nothing. Deleted my /documents cfg. Also did nothing. I don't play for 5-6 hours a pop. If I'm stuck for 45 minutes waiting to starve to death. That's a big deal to me. And I'm perfectly willing to let someone else abuse a feature that would help me not waste time. It won't effect me. I don't troll around spawn points/ go to balota/ ect. I'll save the trouble of saying 'it's an alpha.' 'bug' 'deal with it, ect.' When the game is not an alpha, take the respawn button out. Being an Alpha, I'm sure more stupid things will happen. Having an option to restart is nice. It doesn't break the game. Discussing it on the forums, also, doesn't break the game. Look at the majority of your posts. If you're intent on trolling people for legitimate issues. Go find another KOS thread to be a dick in.
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How is it a major change? I've gotten stuck twice. Once by falling through a staircase. The other logging back in. Took an hour away from my life and playtime. The button is already there. If someone wants to play spawn roulette. What are the chances of a Novy spawn? And in the current state of the Alpha, how beneficial is it really? Does a button break your precious immersion?
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<<<< [How to] Improve random player killing. >>>>
failhorse replied to Zeeb (DayZ)'s topic in General Discussion
I have a story that's relevant. I was with 4 friends traveling north. We started taking shots. It was night, and we were unsure exactly where they were coming from. Only 1 of us had a gun. We assumed a squad was tracking us. Long story short. It was a single person hiding on top of a low apartment. He was a terrible shot. As an example this isn't banditry. Aside from being completely stupid on the players part. He had no risk so he went for it. We caught him coming down a ladder. 6 shots, then nothing. (except a ching) He ran out of ammo. Baseball bat + handcuffs and a blood bag kit. Mid way through he disconnected. What a single player attempted against 5 is just stupid. But he did it. He had a badly damaged M4 and started with apx 90 ammo. OK Alpha blah blah blah. If i'm shooting a damaged gun... Most of the ammo I've seen is worn or damaged. I'd expect at some point to have a mis-fire or jam. When this is implemented, it will become more dangerous to simply fire first. Plus if Zeds are attracted by sound or a fresh kill. I'm all for KOS. But I'd like to get held up at least once. Personal experience, it's more fun holding people up. Even made some new friends when the subjects were cool/funny about it. It would be equally cool to see someone's gun explode [ruin] in their hands for using crappy ammo. Just saying. -
Why do we already have so many 24/7 daylight servers?
failhorse replied to Gingerizhere's topic in General Discussion
How dare they break the immersion with all these 24hr daylight servers. After all, I expect to be able to spot someone using a flashlight through 3 buildings and a KM away. This is a realistic survival simulator after all. Being an alpha is only an excuse when X person is disappointed some may want to mod a game based on a mod. #modception -
I wish I could drum into everyone that uses 'this is an alpha' as an excuse for people to stop discussing the game. Dean forbid they have any questions, independent thought, or mainstream criticism. And how dare they post it in a discussion forum.
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I'm confused. Why must I jump through hoops just to heal someone. Yet I can attach any existing scope in the game. Granted they're not snipers. But dead on accurate w/o making any adjustments. My character must be a marksman, but not a healer. realistic > realism
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Was he bitching? You don't have handcuffs or disinfectant. Those work great together.
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Keep it Hard....... a thoughtful request.
failhorse replied to Noctiluxx's topic in General Discussion
I'm all for it being hard. But if I had to eat a can of spaghettios every 1.5km in a marathon, to stay satisfied/healthy, I'd probably go unconscious from that. Realism < Realistic -
I was stuck in a building last night. This worked for me. In documents/dayz you should find a 'yoursteamname.cfg' Delete it. When I came back into the game I was about 150m from my last location. Not sure if that was coincidence or not.
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I spawned under a building. Won't let me respawn via menu. Any ideas? Tried vaulting, crawling ect.
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The respawn button greys out after awhile. Which really makes no sense. From the mod, I'd think, you'd want it disabled so you don't try and find a better spawn point. After a certain amount of time it becomes usable. Or if you keep the menu open for 2-3 minutes, you get the option to suicide. - Bug was reported. I think I found a fix. In documents/dayz there is a player config file. I deleted the player file. Should be 'your steam name.cfg'. It didn't remove the character from the game, but did put me back in the game about 150m away from where I was. Not sure if this is coinidental or not. A few minutes later the starving and thirst killed me. Guess I could have waited.
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Considering it's an alpha and 'things can happen'... Yah. that makes a lot of sense. But I'm still sitting here meleeing until I pass out.
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This error popped up for my buddy last patch. Any server/ any mod. Figured it was just the last patch. Currently he is still unable to play. Any ideas?
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Scripter kicking entire server with value restrictions
failhorse posted a topic in Mod Servers & Private Hives
Excuse if this is not in the right place. I've searched this in depth but have found nothing. But the last few days I've seen scripters kick entire servers with script restriction #21 and remoteexec restriction #9 Afterward players have a hard time returning to the server. Even when the server is restarted. When they do their backpacks are empty, or they respawn on the coast. -
I think that was the breakthrough needed to close, at least my part of the discussion. Quite simply. Have a report server button. You report the server. It does something in an unread mailbox. But for the player it automatically blacklists any server tied to that server owners account. :lol: Think that's an acceptable outcome for an alpha. Just briefly on the server point system. Valve is using it differently that what I'm thinking. The point system feed into their quick play feature. Basically my top server, 4 people join, quick play will send it 20 players almost instantly. My lower rated servers, it could take 8-12 before it kicks in. Without quick play, you need a lot of regulars to keep a server at a decent population. Low scored server rarely get any quick play 'customers.' Very few players browse the server list anymore. It's either fav's or quick play. And Valve won't remove a server from quick play. They want it listed with a low score. At least that's what I'd want. I don't see this system, as designed, working with DayZ. That's why i augmented it slightly. On servers getting delisted. This has happened. At least in CS:GO. Where TF2 is more for testing. CS:GO had a lot of shenanigans early on. The only thing I've ever seen Valve do in TF2 was back when they really wanted to crack down on fake clients. They sent out an email via srcds and warned that offending servers would be delisted. The next update offending servers were getting warning spammed in their console. I think every offending server removed fake clients. Then a few server groups died months later. (Lack of players.) OK i'm done.
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Reading through 1000s of reports is pointless. I actually missed an entire part... Lack of coffee. Basically stick all the reports into a database assigned to server owner IDs. Keep maybe the last 30 days of reports. When you start and register a server, you're given 20k points. Every time a player connects you lose 15 points. Then gain a point for every minute the player is on the server up to 30. A crappy server will watch its score disappear quickly. As people will disconnect before their score equals out. If a server hits 0, it alerts the appropriate employee who then checks the reports to see what's going on. If the server is misbehaving, you have some sort of paper trail to deal with them. This is how Valve deals with Source games.
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You'd be surprised what people are willing to pay for. This is why the micro-transaction model works. Not that I am endorsing any such thing! What skin you use is dependent on your play style. Spawning with a gillie is obviously a p2w advantage. Maybe I'm thinking more player model than clothing. But on clothing. Here's an example. Say you like to work out your inner hipster and fancy a bike ride around Cherno. There are 4 pieces of clothing that can be randomly found to dress like a hipster. The non-game changing benefit would allow you to swap your default spawn clothing for the hipster set. Then you'd be free to ride your fixed gear over to the pub for a PBR. Less ironically. The whole idea is just to give a thank you to someone for shelling out a couple bucks.
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I've been lurking for a bit and thought I'd throw in my 2 cents. I've been a long time admin/host for Source based games. I'll use TF2 as the basis for most of my comments as that game seems to constantly come back from the dead. First, to combat admin or server abuse. IE someone funking with server settings ect. Since the game will be on Steam you have access to the unique Steam IDs of every player. Do what Valve does with TF2. An admin/server owner must register a server for the quick play feature. Do the same to connect to the public hive. This is simply tagging the owners Steam ID to the server. This person becomes responsible for said server. If there is trouble you have someone direct to sort things out. If the problem persists you can delist/cut off the problem. To combat abuse. Simply offer a report server function while in game. A quick drop down menu and 255 char can sort out the whiners from real problems. As for server longevity. What tools you give admins to promote is key in a server being successful. This breaks down into 2 functions. Advertising and retainment. On advertisement 1/2 of it is already there with the battleye messages everyone sees in game. A proper MOTD is also key. TF2 survived as long as it did, before hats, because of the communities. Players were able to connect with fellow players and stick together. In Source games when a player connects to a server they see a HTML MOTD first. example http://critsandvich....motd/index.php You click continue, and play the game. (It looks funky on a normal webpage.) Retainment is more difficult. How do you get players to come back? Well that's on the server itself. A healthy fun server is key. Being unique also helps. Down the road non-game changing modding is key. You also have to look at server costs. Offset them with non-game changing benefits. It is possible to get someone to shell out a few bucks a month for visuals. Just like the admin flag (but without the admin menu.) If it's possible, go with reserved slots. Which can be easily setup to not kick players. Simply have a 50 slot server only show 45 slots on a server list. Show only public available slots. No one likes to get kicked for reserved slot when a server shows 47/50. You do not need a ton of invisible slots. Large servers will have players coming and going all the time. What about visuals? Throw a couple unique skins server owners can assign to donor flags. Both ideas aren't Earth shattering. But compare them to the private hives that give donors idiotic starting gear. Benefits should be a thank you, Not a p2w ordeal.