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Everything posted by Funkmaster Rick
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Chernarus Plus Height Map/3D Data
Funkmaster Rick replied to IvanStroganov's topic in General Discussion
That map is so beautiful I'm getting half a stiffy. Not to mention it's going to be very handy having it around for reference. -
As far as I'm aware, the relationship between settings and FPS performance is mitigated through a mixture of faith healing and voodoo magic. Good luck!
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In Cherno? Jeeze, do people still go there? Seriously though, don't go to Chernogorsk. Not yet, anyway. The new renderer (praise be!) should be coming out in bits and pieces in the near future. Once it's working steadily, we can all go party in Cherno again. Lots of new population centres. Erm, well, uh, former population centres, I guess. The North is getting more and more crowded. There are more and more reasons to live the hobo lifestyle, wandering from place to place, not the least of which is a new take on loot distribution that restricts some gear to increasingly small circles, eventually ending with the NWAF - the Central Loot Economy, as it's called, is not yet complete but is set to guide the way loot is collected, to generally keep people moving. Speaking of people, not much has changed on that front: interaction is still risky, situation depending. Bullets tend to outweigh greetings, but that's just my experience, and I occasionally hear different stories from others. There are vehicles. CARS! Not the best handling, pain in the ass to assemble, and fairly likely to get you shot when the gear-shift sound (which sounds like a solid steel I-beam bumped into a concrete wall) rings out. Helicopters are a ways off but coming. Base building is still a ways off, but coming. Tents seem to work mostly alright. Vitamins still don't do a damn thing. Good luck out there.
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[Fixed?] Invisible Players (Story included)
Funkmaster Rick replied to Bloodzy (DayZ)'s topic in General Discussion
Follow my link in the post above yours bro. Sign up for that, then post an additional note, just talking about your experience with the issue. It'll take a couple minutes, but it'll definitely help get the bug fixed quicker. Fastest ways to let the devs know what's up. -
I'd like to point out that this is still dangerous, as items and containers dropped on the ground sometimes 'drop' far away, or inside terrain, and are essentially lost. It's getting a lot better, but be careful about dropping your kitted M4 anywhere. =p
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Thoughts from being gone almost a year.
Funkmaster Rick replied to CJFlint's topic in General Discussion
Zombies only just made it back in, survival mechanics are basically only in for testing purposes at the moment and will be fleshed out more in the future. Hold fast, have faith! -
I don't know about destroying/respawning them, but I've heard (anecdotally, and haven't tested) that fragmentation grenades can be used to nudge the vehicle out of such positions.
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[Fixed?] Invisible Players (Story included)
Funkmaster Rick replied to Bloodzy (DayZ)'s topic in General Discussion
https://feedback.dayz.com/view.php?id=29090 Bug report is still around, still unassigned. Just posted yesterday, so it'll be some time. -
.59 Constantly dying for no reason
Funkmaster Rick replied to Salty seadog's topic in General Discussion
I've broken my legs and ruined my pants and their contents by running over those discarded shipping pallets you can see nearly everywhere, and I'm talking about the ones laying flat on the ground. This is a fairly long-standing issue, so be careful on any non-graded elevation changes. To use stairs is to take your life into your own hands! There's also an invisibility glitch at the moment, so there's the possibility that someone actually shot or struck you and you were just unable to hear them because of the bug; not sure if it also prevents the invisible from making noises. -
Try ADSing then tabbing up your inventory. I notice I was getting some super-low-res models on my SKS and PU Scope, and it would revert to the high-res model when I opened my inventory. Some manner of mesh webbing shows up otherwise.
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Yep, had this today. A buddy and I met up, I could see him, he couldn't see me. On relog, once I started moving, he reports that I'm just standing there. On to the feedback section for me. This could be quite gamebreaking, so hopefully it's a quick, quick patch.
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Something I must get off my chest....
Funkmaster Rick replied to OfficerRaymond's topic in General Discussion
1.a) Game development for a title as ambitious as DayZ takes approximately 5-6 years of work. By starting with the Take on Helicopters engine and modding it from there, they saved a huge chunk of time, but they did not save four years with that move. If I had to guess, I'd say they saved maybe 18 months of work, given that they're redoing parts of it. b) They didn't hire an army with that ninety million. That would be silly. At the end of the project, they'd have to lay off a lot of those employees as they wouldn't have the money to pay them anymore. It doesn't make good business sense to expand to the degree that your statements seem to presume they should have. The more people you throw on a project, the more they get in each other's way. There's a balance to be found, and they're in the right spot. 2.a) Most of the map is reasonably zom-free at the moment, but there are a few spots where they're reasonably thick. b) This is the first stable build in a while with zombies in them. They're still fiddling with numbers, gathering data, and plotting their course. 3.a) Those features that you say the game has lost were only ever meant to be placeholders, and were never meant to be in the final product. b) It works fine. Given that you don't play much, you probably just need a bit of practice. Oh, and: Ermagerd the gaem iz still alpher! Really, now. Don't mention the alpha? Not meant to spark flame wars? Mods don't show your bias? You do know most people aren't too stupid to see when you're trying your damnedest to stack the argument in your favour, right? You're like the kid who wants to play cops and robbers with all the other boys, but only if he's the police chief, and he has to be allowed to arrest other officers if he wants, and he has bullet-proof armour, and his gun is actually a machine gun that can shoot through everything. Your topic won't spark flame wars. We're bored already. Any mods around? Surely there's already a thread like this one out there. Merging is good times. -
Persistence? Oil Barrels, Tents and Backpacks Working?
Funkmaster Rick replied to ted striker's topic in General Discussion
Vehicles are persistent - anything you store in them will stay. If you open the lid on a barrel, I think it should give you the option to empty the liquid - I assume you need to empty out the items first. And game development takes time. -
Thank you to all of the party bus passengers!
Funkmaster Rick replied to blacktwin0's topic in General Discussion
The party bus is a welcome addition to the SA. Me and some dudes spent maybe six hours today working on a party bus, then driving around picking up bambis. We only made it up to six on the bus before one kid asked too many weird questions and got shot when people started getting paranoid. Ahh, the good old days. -
[Clarification] DayZ Server Monetization
Funkmaster Rick replied to Weyland Yutani (DayZ)'s topic in General Discussion
I think the most important part of this argument is the context. I got ArmA 2 for DayZ mod specifically, but afterwards went on to play many modded and vanilla games. ACE/ACRE were good times. But the same basic characteristics of the game's engine that made DayZ mod enjoyable also lent themselves towards a lot of other sorts of gameplay types. The Life games, basically a form of cops vs. robbers, are an example, and one that continues into ArmA 3. On top of those mods, some servers had their own special mods. Maybe a metric fuckton of scripting to do some interesting things. Lot of work, that. Maybe they run a forum to go with it. It's basically its own little community. But it's not free to host. It starts with donations. Money's tight for the hoster this month, so they ask if anyone can help out. Maybe someone does. Next time the same thing happens, maybe someone doesn't. Eventually they'll reach a fairly obvious conclusion: there's a subset of players who will only donate if there's something directly in it for them. They have to see a difference. This is a fairly normal human way of looking at things - after all, it's what keeps people from getting conned by salesmen pimping out timeshares. Sure, the 'difference' is really that without the money the server dies, but for lots of people this just means moving on to another server. So it's not infrequent for the hosters of such servers to sell power, because it's a lot easier and more consistent to sell power than it is to sell a dream. The fact that the server's already up and hosted right now seems to make a difference, and isn't processed in the same way as the difference between spawning fresh and spawning with gunz. The second one feels more tangible. So people are going to do this, regardless. Some servers out there will sell power, and they'll call it donations. Sure, that's illegal, but who's going to prosecute. Bohemia have done three things that I can see with this announcement: 1. Brought awareness to the issue, educating those who didn't know about servers like this 2. Set down rules on how they're allowed to operate, also educating players on these rules 3. Provided a clear-cut protocol for reporting those servers which abuse their status They're even making a list you can check the server against to make sure it's legit. They're turning their players into police. I mean, they knew from experience that people would do this shit anyway, and it's not like one can realistically expect them to check it all on their own. The only obvious weakness in this plan is that the hosting companies might sandbag the reports, and really, you've got to give them a chance before condemning them on that alone. -
There are a few characters on this forum whose posts are just a joy to read, but Shrub is a king among men.
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First vs Third Person Discussion (Dslyecxi video)
Funkmaster Rick replied to DemonGroover's topic in DayZ Mod General Discussion
BattleEye already recognizes a variety of perfectly legal programs as cheats, with no legal troubles that I'm aware of. Back in the mod days, a friend of mine (a computer programmer, by trade) had his GUID banned with no refund after BattleEye detected some of his legal programming and debugging software after a total drive scan. Obviously, since I'm telling you about this, he was not cheating and thus there would have been no evidence for such. He was banned just for having programs that could easily be used to cheat on the same system he played DayZ on. I'm not complaining on his behalf or anything - just stating that if that was legal, then adding Teamspeak and other VoiP solutions to the list of 'cheats' must be legal as well. Difficult to do, though, when you start factoring in browser-based VoiP solutions like Google+ Hangouts. -
"How to Get Your Shit Together and Not Be a Total Jackass" Or a Young Man's illustrated primer in two parts Written by Tatanko the Cartographer "pig is unicorn of dayz" foreward by Shrub Rocketeer
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First vs Third Person Discussion (Dslyecxi video)
Funkmaster Rick replied to DemonGroover's topic in DayZ Mod General Discussion
You seem like you prefer to argue fairly. While I'm definitely on your side of the debate, I feel obliged to point out that by choosing words like 'cater,' 'niche,' and 'holdout,' as examples, you're condescending a bit, painting the other side as the enemies of progress, which isn't necessarily true on its own merits. =/ Still agree with you on 1pp, though. =) PS EDIT: Just in case, I should state that I only threw this one out there in the interests of ensuring this thread continues to display a frankly stupefying lack of poor manners. The presence of a 1pp vs 3pp thread with so much maturity has left my mouth gaping open so long that I've not only caught flies in it, but am now charging rent to more than a dozen families of common house fly. -
Oh, I've found this lovely little reassuring map here on the second post: https://forums.dayzgame.com/index.php?/topic/215848-dayz-moving-into-2015-roadmap/?p=2317653 See, this is why I like Bohemia: they communicate. Sometimes I just need to look harder, though finding the time can be difficult. =p And, as suspected, moving into beta for DayZ won't mean quite the same thing it traditionally means, since they're pretty much still expecting 15% of their resources to be dedicated to new content, if I haven't misinterpreted the post.
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I have to admit, I'm more than a little surprised to glance at this list and see how few of its goals Bohemia met this year. I hope they're still not planning to move to beta and increase price at the end of this year or the beginning of next, since the game is definitely not feature-complete.
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Steam ARMA-II Day Z Mod Error? HELP
Funkmaster Rick replied to kaidewb's topic in DayZ Mod Troubleshooting
Go get yourself a program called DayZ Commander. It will make things easy for you. If that doesn't work, Google is your friend. =/ -
What are the best towns to loot in DayZ?
Funkmaster Rick replied to maximumak777 (DayZ)'s topic in General Discussion
Guys, stop. Just send him to loot Politburo and see how long it takes for him to figure it out. -
First vs Third Person Discussion (Dslyecxi video)
Funkmaster Rick replied to DemonGroover's topic in DayZ Mod General Discussion
Your post has some other good points, but I feel obliged to point out that just because the developers have said it time and time again doesn't mean it will remain true. If they did a total 180 tomorrow, they'd be within their rights, regardless of how much of the community might want to crucify them for it. For my two cents, I prefer 1pp, and I prefer it for its immersion factor. That's a personal thing, though, as immersion is a highly subjective topic. That being said, I ran with a dude in the mod and early SA days who refused to play 1pp, so I'm not without experience at 3pp. I find 3pp lends itself much more heavily to a PvP style, as the ability to see what's going on without a tradeoff in risk shifts all the advantages to the camper. Now, in warfare, it used to be the case that well-timed offensives often carried a battle, and sometimes a siege. For basic examples, see Alexander the Great's Hammer and Anvil tactics, or Mithridates strengthening his flanks, ordering his mean to charge the Persians, and wrapping their line up from both sides. For exceptions to this, see the Battle of Crecy, which I'll come back to in a moment. These days, in nearly every conflict since the Gatling Gun became widely distributed, the defender has a massive advantage. If you craft the battlefield in favour of your heavy weapons emplacements, these heavy weapons effectively make one or a few soldiers manning them as strong as dozens or more enemies who simply can't stand up to its power. Even the invention of decent rifles made charging an enemy difficult unless you had terrain on your side - imagine trying to run across a football field while a dozen people are shooting at you. Now, in Crecy, the mixture of terrain and literally thousands of skilled longbow archers led to an interesting situation - since the French couldn't charge through the trees, the archers were largely protected, and essentially functioned in the same capacity as modern machine-guns: forcing enemies to take cover. This cause the men in the back of the French clusterfuck to crowd up against the well-armoured knights in front, who were fighting in what was probably a lot of mud, and the knights essentially got trampled, suffocated, or were pressed so close to the front by those behind them that the lighter-armoured but highly experienced English men-at-arms were able to wrestle them, get their helmets off, and take them hostage. This is kind of what defensive gun emplacements do. But battles like Crecy were extremely rare till WWI. Once WWI came around, two things helped to change the situation: 1. The speed with which gun emplacements could be set up. The English had time to prepare at Crecy, but in WWI the time to prepare a gun emplacement was drastically reduced - now you just need to shovel out a hole, put decent sandbags around it, and cart a machine-gun up to it, which is a two-man, two-hour job at most, assuming reasonably ideal conditions. It's a lot faster to create those defensive emplacements. 2. They had an army. It can't be over-stated how important having buddies is to the process. A gun emplacement on its own is highly vulnerable to flanking. Anytime you keyhole yourself, you've got a huge advantage right at the front, but massive weaknesses at the sides. You have to have someone protecting your sides or you'll soon be dead, taking few enemies with you. The main problem I see with 3pp is that it simulates, for free, this second option. By giving people risk-free views of the battlefield, you cut out the ability of attackers to execute many manoeuvres that would otherwise make perfect sense in the situation. Perhaps I just like this stuff too much, but having these manoeuvres at my disposal but realising none of them will work because the defender may as well have satellite coverage of the battlefield definitely kills my immersion. It allows defenders to take up what would normally be a suicidal position, but they can hold it because they'll always have a decent shot at stopping a flank - a flank that, realistically, has a very high chance of success. It lets defenders set up ambushes that don't make logical sense outside of the very narrow confines of DayZ with 3pp enabled. This is largely just personal opinion, but I think a bold attacker should have a chance to capitalise upon the defender's lethargy, limited awareness, limited arena of action, or over-confidence with clever tactics and quick, unhesitating action. What we have now is a situation in which the majority of DayZ servers, streamers, and really its public face portrays a reward only for those who wait patiently, who take no risks but gain all the benefits of those risks. Attackers should always be taking a risk, but should also have a shot at that risk paying off. At the moment, attackers taking risks just die poorly, with no chance at glory or an upset victory. And given that useful military weapons are going to get rarer and rarer as time goes on, I'd like to think that the underdog has a chance if they can pull superior tactics. There's no such thing as over-confidence for a defender now - the only exception is when the attacker has friends who can flank before the defender even knows he's fighting a group. In lone-wolf engagements, which I suggest are most common, if the defender engages and doesn't immediately kill you, you're unlikely to flank him because he can clearly see your options for retreat and attack, without having had to put any effort or risk in for it. In real life, not taking risks is great, but in a video game I interpret not taking risks as a failure of imagination. Everyone should have to take risks to survive in DayZ - that's a basic premise of the game, though possibly an unspoken one. Again, it's a debatable point, but I simply believe that being able to see around a corner without exposing any of yourself eliminates your emotional investment - you're not taking a risk and hoping for glory, you're just coldly following an established and successful protocol. There is no emergent gameplay here, and in fact playing on a 3pp server means you're intentionally limiting your own possibilities for emergent gameplay. We're each entitled to our own opinion, but I'd like to think the community largely agrees with the developers when the devs say that emergent gameplay is king. -
"Nail Bats" and other (realistically) crappy weapons
Funkmaster Rick replied to Whyherro123's topic in General Discussion
A bat hurts like fuck, bruises muscle and bursts or collapses capillaries, and risks breaking bone if the force remains strong enough after travelling through the muscle. A bat with nails in it does all that, except now it pierces the flesh just before the bat hits, which means blood spurting and instantly lost, while the nails themselves can sever or clip tendons and nerve-bundles, skin is likely to be lost (the 'deflection' effect when an off-centre nail causes rotation in the bat is actually very likely to assist this), muscle might just be dragged out of position rendering the arm partially or totally useless, and I hope you remembered to keep your tetanus shots current. And that's to say nothing about a shot to the back of the head - sure, you can kill someone with a regular bat that way, and even in one hit, but with the nails you're practically guaranteed to break through the skull, which means you're piercing the thin protective film that surrounds the brain - you don't want to know what happens when that barrier is breached by an infectious agent. Someone else already pointed out that armour-piercing weapons are almost universally specially-crafted for the sorts of armours they're supposed to pierce, which is part of the reason spears remained a standard part of warfare up until rifles with bayonets displaced them - everything up to what we'd call High Gothic Full Plate has a reasonable chance of being pierced through by a good spear thrust. I mean, assuming you're not using a leaf-head spear, which doesn't do jack against chain armour. So take a look at the military pick up there, second one in Mercules' post: notice the way the front of the head isn't just a flat surface? That's because it's designed to be used against plate armour, and the particular shape of that head is meant to cause spreading at four points (the pointy bits) with the intent of those forces being redirected to the middle of the hammer-head, causing compression. The transfer of forces is meant to cause the steel to crumple and break, or at least just break along four points. You could cut someone with a sword straight through steel armour without the steel armour breaking, as long as it bends into a shape similar to the sword - it'll still cut the skin underneath, in spite of being 'armour.' Anyone who wore plate also wore a concussion-absorbing arming coat underneath that could help with this, and did a great job of warding off purely concussive blows like a baseball bat without nails in it. Now that you know that weapons are specially designed for their role (and can be largely useless outside their intended role, situation-depending), consider this: Baseball Bats are designed to hit baseballs. Baseball Bats with Nails are designed to hit people. Your call.