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Etherimp

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Everything posted by Etherimp

  1. Etherimp

    Ok so now what?

    Go give away all of your gear to the nearest fresh-spawn on the coast, and start over..
  2. Etherimp

    Is Dayz over?

    The sky is falling again. Jesus H Fucking Christ people, stop with "The sky is falling!" threads. . . All this doom and gloom. Every day I log in it's something new, or a rehash of some shit that has been discussed to death. KOS Hackers Optimization Dean going back to his family "the core premise" etc..etc..etc.. Every time someone finds something they don't like about the game or every time there is some change in their world view when it comes to this game, it's suddenly the end of the world and everything is going to shit. You sound like a bunch of kids who's parents just got divorced. Grow the fuck up.
  3. I'm a regular on this server. Been playing with the AG community for nearly a year; they used to run US264 Vanilla. They have a team speak with (mostly) friendly people, and plenty of channels to accommodate several groups. On the other hand, if you and a friend wish to be left alone, you can request that an admin create or lock a channel for you so you and your friend are not bothered by others. There are various groups, some bandits, some heroes, some tactical minded folks, and some total noobs. If you're new to the game and looking for help, or you're a seasoned vet looking for a squad of other vets, OR you already have a squad and are looking for a server to call your home, I recommend AG's server. I should also note that their teamspeak server has plenty of channels for other games, and many of the regulars on the teamspeak play different games.. So if you get tired of DayZ for whatever reason and need a break, there's people around who play all kinds of other stuff.. (League of Legends, Rust, Minecraft, ARMA, Left 4 Dead, CS:Go, etc etc)
  4. Etherimp

    Hackers ruining the game lately, BIG TIME

    The dev team is taking care of hackers on an ongoing basis.. Rather than becoming frustrated (which I totally understand), smile inside knowing that the people who are using hacks against you are funding the game with their money, and then they're going to lose the right to play the game unless they spend more money.
  5. Etherimp

    Do transmitters exist?

    Err.. Aren't they called Transmitters now?
  6. Etherimp

    These M4 kids need to be dealt with.

    Hahaa. The dude fired 600 rounds at you, had trouble killing anyone with 600 rounds, and you think the gun needs to be nerfed? Or you're just mad cuz he had the option to spray and pray while you didn't? Cuz thats what it sounds like. Hey man, different guns have strengths and weaknesses. The strength of the m4 is that its automatic and has a high mag capacity. Nerf your own stupidity, then come back and try posting again cause I kinda doubt you're going to get anyone to agree with you here. Which probably should indicate to you that you're wrong. Also, while you may find it hard to believe, not everyone server hops for gear. Just baddies who value gear over gameplay then cry on forums and beg for nerfs when they die hopping. Frankly I'm surprised you didn't just combat log.
  7. Etherimp

    This is what the M4 Should sound like

    I want the sound from the FN FAL back... That thing with Burst Fire Mode enabled sounded like an army of demons rising from hell.
  8. Etherimp

    Sound of Flies round dead bodies.

    Signed.. I like the idea from above of .. maybe a body having no flies for the first 10-15 minutes after it being shot.. after 15 minutes, flies start buzzing.. after maybe 30 minutes to an hour, have the body sink into the ground some, then after .. say.. 2 hours, have the body completely disappear into the ground. This would simulate a body decomposing and being eaten by it's environment.. Flies are not the only scavengers of rotten flesh.. Between Birds, Insects, Bears, Wolves/Dogs, etc, it generally doesn't take more than a few hours for a corpse to be completely consumed by nature.
  9. Etherimp

    Tips for better situational awareness?

    - Pay attention to which doors are opened and closed, and which actually belong opened and closed. - Keep an eye out for player dropped items inside of buildings. It helps if you know which buildings spawn what, and that certain things spawn in certain conditions. (Medikits always have the same 6 items in them.. Magazines always spawn with 100% ammo in them. Etc.) - Scope out a potentially active area before entering it.. stay away, look for the following things: Open doors, movement, zombies.. If you see no movement, no opened doors, and zombies which look bored/tired.. The town is most likely untouched. Of course, there's no guarantee. - Use the "Zoom" option (mouse 2) while in third person to keep eyes out around you while you're travelling.. Look to tree lines, high points, across fields, check your 6 often, etc. Just a few tips.. I could go on quite a while about this, as well as how to track people and hunt down targets, but these are some basic helpful rules about situational awareness. Also make sure you have your graphics settings set properly and you are using headphones. Sounds+accurate visual cues are extremely important so you get the initiative on others, and not them on you. For example: Use your native desktop resolution, and use default or close to default FOV.. Not necessary, but the higher you take your FOV the less clear objects on the screen are going to look.. they're going to take on the "fishbowl" look, and they will look farther away and smaller.. This is not good for spotting players. It does give you more FOV.. but what good is more vision if the vision is not accurate or if it doesn't help you spot someone?
  10. So, I think I have an elegant solution for the way the game handles zombie spawning, which will increase the game difficulty while maintaining performance. Before going into it though it's important to take a look at how the game (seemingly) handled zombies in the Mod, and how it handles them in SA. Take note of the differences, and what could be done to implement a more robust system that is actually feasible. In the Mod: -Each building had several "potential" loot placeholders*. -Loot had the potential to spawn on specific placeholders, based on a percentage chance. Which meant... -Sometimes loot would spawn on none, sometimes on all, usually only on a few. -Buildings/Loot spots themselves had a chance of spawning a set number of zombies. Some were low, such as 0-2, some were higher, such as 3-6. -Zombies would spawn when 1 or more players came within 200 meters of a building with a zombie spawn chance assigned to it. -Zombies would de-spawn when all players moved 300 meters away from the zombies themselves. -This means, Zombies could still be active, and then more could spawn, if you kited zombies 200+ meters away from a spawn building, then moved back within that radius. -All of the zombies assigned to a specific building could be killed and zombie spawning could be halted, assuming you did not move into or out of another spawn radius (200 meters). -Zombies would roam away from thier spawning location and towards nearby players. Pro's to this system: -Rather resource efficient, as you are only spawning zombies when people are actually near-by. -Allows for a lot of zombies to be present within a certain players active area. -"Protects" loot by placing zombies as a barrier around it.. To get to loot, players have to deal with zombies somehow.. either by shooting them, avoiding them, or melee attacking them. -Allows loot to respawn. (Loot respawns were based on a different mechanic than zombie respawns.) -Made higher value loot areas more difficult to loot without using firepower or clever use of kiting/melee attacks to clear a path. Con's to this system: -200 meters allowed snipers and other...predators, to scout out other players quite easily with little or no danger to themselves from zombies. -Could be exploited in a number of ways.. IE - players could run into an area, kill all the zombies in the area, then camp the area.. If zombies spawned around them, they knew players were approaching. -Felt Gamey when zombies would spawn or despawn before your eyes... Lacked immersion. Current DayZ SA System -Zombies spawn at server start and are static -Zombies seem to have approximate "areas" where they spawn -Zombies seem to spawn in somewhat random numbers.. Sometimes there's a lot, sometimes there's only a few in a given area. -A few zombies will roam, but most stay in 1 place. Pro's to this system: -More immersive in some ways. Zombies don't spawn out of nowhere. -Consistent in terms of performance. Con's to this system: -Once zombies are killed, they do not respawn -If you see no zombies, you know an area is looted.. and without loot respawns, it's usually a waste of time -Zombies are only a threat when first signing into a server. -After the first hour or so a server has been up, high pop areas become death match with no zombies to worry about. So, here's my proposed system.. 1. Zombies spawn at buildings within 1000m of any given player. 2. The less players are on, the more zombies spawn for a given player. (To a limit) 3. The more players are on, the less zombies spawn per player. (to a limit) 4. The more players in 1 area, the more zombies spawn. 5. Zombies do not despawn, but rather reach a "cap".. Once the cap is reached, no more zombies can spawn unless somewhere on the map zombies are killed.. Once a new "slot" is open, more zombies may spawn within the 1000m area around players. Higher population areas take priority over lower populated. Pro's to this system: -No more scouting areas by checking for zombies, as your view distance is < or = 1000m. -Areas remain challenging, and get more challenging the more players are in that area. -Low pop servers remain challenging and get more challenging to lone wolf. -High pop servers, lone wolves will run into less zombies, but run the risk of dealing with more players. -Performance wise, it remains the same as it is now, but focuses zombies in specific areas rather than spread across the map in towns that nobody has been to or goes to. Con's to this system: -You tell me.. none that I can think of. * - You can think of a placeholder as a "spot" inside of a building where loot will sometimes spawn. For example, the Barracks is a "building" with several "placeholders" in it.. Sometimes items will spawn on top of the lockers, other times they will not. The lockers are just a "placeholder" which CAN spawn loot. The building itself has several placeholders inside of it, but zombies are assigned to the building rather than the placeholder specifically. This serves as a means of separating "zombies" from "loot".
  11. Etherimp

    Dear combat loggers...

    My character has been alive for almost 3 weeks... Killed about 7 players. 6 of them were combat loggers. 1 of them was someone who shot me in the back, KOS style... Thought he killed me, but I was unconscious. I came to and he was standing about 2 feet from me, drew my .357 and put him down. I swear, it's amazing how few people actually read the patch notes.
  12. Etherimp

    Best place to find an ACOG ?

    Barracks, Hangers, ATC's, 2 floor camo-net covered sandbag bunkers, and single floor sandbag bunkers.
  13. I've read that. This is not about that.. This is about how they handle zombies as a whole.
  14. Bumpity... Something I'd like to add: Dean has said they can run 4000 zombies in their debug builds.. With my method, on a standard 40 player server, that's 100 zombies per player.. On a 100 player server, 40 zombies per player (everywhere they go).. Imagine how much more of a challenge surviving and looting would be. Also consider how it would impact server hopping and KOS.. Hanging out in Elektro with 10 other players running around (for a total of 400+ zombies) and trying to KOS/hold up people would be insanity.
  15. Etherimp

    My idea on helicopters for Standalone

    Tbh I hope they don't add helicopters to SA..
  16. Etherimp

    Um, anyone know where this is?

    I actually have a screenshot of the same exact sign and asked the same question in the gallery forums not too long ago. Good find.
  17. You're on the map border to "Debug", which is the no-mans land.. I do believe you're on the very far north-east side of the map, north of Berezino/Svet. http://dayzdb.com/map/chernarusplus#5.142.010 Approximately here.
  18. Etherimp

    In Tent, shun all.

    Did you even play the mod? To clarify and expound on my post: 1. They aren't saved as a part of your character. They are saved on the server you built them on. 2. They persisted through death in the mod, so it's expected that they probably will in SA also... but this can't be said for sure. 3. They only exist on the server placed. It would be ridiculous and stupid and probably almost impossible to make a mirror image of every tent in the game on every server in the game for every player that placed a tent.. Basically, every server would fill up really quick with tents. 4. Accessible to anyone. The only thing we have no clue on is how much they will hold, but I am assuming somewhere around 100 slots, possibly more.. Maybe 10x10.
  19. Etherimp

    In Tent, shun all.

    Yes.
  20. Etherimp

    Disappearing ammo

    Confirmed.. Had it happen 2-3 times with my 7.62. Also heard a friend complain about it..
  21. Etherimp

    The kneecapping pandemic

    Few things.. 1. The server I joined, I joined with friends, and there were 25 people on when we joined. Not the most high pop server 2. Most towns within proximity of Solnichny have absolutely nothing in them 3 hours after server restart... I'm certainly not the only one thinking "Hey I won't run to Berezino, but I'll go up to Staroye instead." 3. Even if I went to a small town away from the coast, there's no guarantee I'll find a morphine or a stick. 4. Even if I did find a morphine or a stick, I shouldn't have to use it because my legs were broken by a glitch. 5. I wasn't running up/down stairs. I crouch up stairs EVERY time, because I've been playing DayZ for about year, have 300 hours clocked in SA, and I know better than to run up/down stairs. 6. I was never complaining about HAVING PROBLEMS FINDING LOOT. Did you not read my post? I have a character with everything I could possibly need who's been alive for 2 weeks. Finding loot is not the problem. The PROBLEM, is when your legs get broken and you have no means to heal them because you can't access 1/2 the buildings with loot in them because you can't climb up stairs, and there's no way to suicide or start over. Now, if this NEVER happened because of a bug/glitch and ONLY happened when you were shot/hit by a zombie/jumped off something, I would totally agree with you. But considering the current state of the game, it doesn't make much sense to not have a suicide/restart option. Besides, if I really broke my legs out in the middle of nowhere, I promise you I could find a way to suicide.. Even if it meant biting my own tongue off and bleeding out, or smashing a rock over my own head.
  22. Etherimp

    Weather is coming...and it will make you sick ;)

    In the mod it was less about shelter and more about warmth.. If you could continue moving it would keep your body temp up.. If you were sitting next to a fire you didn't lose body temp.. If you were in a car/helicopter you didn't lose body temp.. etc.
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