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Everything posted by Etherimp
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It's not 100% fool-proof, but it helps avoid/discourage a lot of combat logging... For example: You see a guy running across a field, (as described above), and you either hold him up or start shooting at him.. Instead of instantly logging out, he's forced to either face the situation like a man, or die. In extended shoot-outs where both parties have cover, however, logging out can obviously still be exploited.. For example: You're looting NWAF, and a player runs into the barracks.. you speak over direct and instruct him to drop his weapon and come out with his hands up.. He doesn't come out, but you don't dare try to enter or else he has the positional advantage. You wait a few minutes, then start scouting the building and upon closer inspection you realize he's not in there.. It would be easy for him to go into a back room, close the door, and just log out and hope you don't storm the building. There's a risk in this, but it would work against most players because most players won't storm a building like the barracks without a lot of friends backing them up.. and even then it's dangerous. I'd like to see them add a proximity check for other players, before allowing you to log out.. possibly 50-100meters.. This way, the game literally FORCES you to stay connected and unable to log out until you're away from others. 2 problems with this: 1. How do you stop people from Alt-F4ing? Maybe kill them? But then what happens if someone just loses connection? 2. If you're hanging out with some friends and need to relog, it would be a pain in the ass to have to move 100m away from one another all the time.
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How about the sun rises in the east and sets in the west
Etherimp replied to Mullucka's topic in General Discussion
I think you may enjoy Minecraft. -
I am extremely happy with the current update. Was meeting up with a friend at Veresnik military base.. He had his legs broken and was crawling around trying to get to safety.. I was coming in from the north bringing him Morphine, and saw a military geared player who just logged in (5 players on the server including my friend and I, this guy was last on the list), running toward the military base in an open field. I crouch, take aim, and open fire.. 3 shots later, he goes into a "sitting position", then a "prone" position, then I score a headshot.. His body disappears before I can loot it, and he logs out of the server immediately. Thank you, "Drew", for being the first dipshit combat logging server hopping douchebag that I scored a kill on. You will be forever remembered.
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Pending Changelog: Experimental branch: 0.34.XXXXX
Etherimp replied to rocket's topic in News & Announcements
Hopefully that vague reference to weapon mechanics means that dispersion on the guns is going to be seriously revamped. One of the major gripes I have about DayZ at the moment is the incredible unpredictability of weapons... A pistol shouldn't be useless after 15 meters... An M4 shouldn't spray all over the place when you properly "tap" fire. Predictable guns = Skill can develope Unpredictable guns = People spray and hope they hit stuff, and/or gun fights are determined by sheer luck. -
I have a new record of 11 kills in 1 day.. 1. 2-3 kills in Balota, sniping server hoppers last Saturday as they spawned into the Barracks. 2. Axed 1 Firestation camper in Elektro, died and ran back 3. Shot the other firestation camper through the door (top level of block apartments across the street from the station), as he was using the wall glitch to see through the wall and fire down the stairs at people coming up. 4. 1 camper on top of the firestation 5. 1 geared player inside the fire station 6. Went to leave the area, then heard gunshots so decided to turn back around, only to find 2 more guys in the same apartment fighting over gear... killed them both. 7. 2 Dupers standing on top of the Silo in Solnichny.
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Found 6 SKS at NWAF last night...
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Read first before you complain about other players
Etherimp replied to DirtyscumbagLith's topic in General Discussion
Reading comprehension? Read my post. I never said you said anything. It was called "using an example".. People running around elektro murdering others is an example of random murder because "OMG WERLD IS N ANARKY!".. -
So I was thinking last night about the old humanity system and how upon reaching a certain level you became "hero", and if you killed someone you lost hero status even if it was in self defense, and how bandits were not really encouraged to change their ways upon becoming bandits, because people (everyone including other bandits) would just shoot them on sight. I don't think this system really worked, as realistically it just doesn't make sense.. If I am a "hero", and I am attempting to help a fresh spawn by giving him a blood bag, and then he pulls out a pistol and starts shooting me, and I end up winning the gun fight with very little blood left, why should I LOSE humanity for having to do what I had to do for my own survival? This has actually happened to me, in the mod.. As far as Bandits go.. How does it make sense that bandits would immediately change their clothing after killing a few people, so everyone around them can see from 500+ meters away that they are a bandit? Especially if there were no witnesses...? Likewise, I do not like the idea of a "sanity" system.. Psychopaths and sociopaths can continue to kill people without remorse. A Hero who has to kill someone may feel some sympathy/remorse, but if he was in a position where he had to do it for survival, odds are killing that person would not drive him insane... Look at soldiers in Baghdad/Afghanistan. While many of them do come back home with PTSD, there's nothing that suggests having to shoot a Taliban insurgent is what caused them PTSD.. And PTSD does not manifest through "insanity", but more like depression and hopelessness. Basically, morals are subjective and relative, and some people have more "morals" than others, and thus different people are going to be affected differently by having to commit murder, and it's going to be very dependent upon the situation, not just "who" they shot, but whether they feel justified in shooting them or not. So, I propose another system that I think would not be too difficult to implement..Another "take" on the humanity system, if you will... Every character starts with 50% Humanity.. This is a "neutral" position, and OVER TIME, (IE - maybe 1% every 4 hours of game time), all players humanity will slowly move towards 50%. If you kill another player, you lose 1/2 of that players humanity. So, a fresh spawn with 50% humanity kills another fresh spawn, they lose 25% humanity, and end up at 25% humanity. A Hero, who has 100% humanity, shoots a fresh spawn with 50% humanity, he loses 25% humanity, taking him down to 75%.. Meanwhile, a survivor or a hero who kill a bandit with 10% humanity, only lose 5% humanity. Nobody can go above 100% or below 0%. . If you're a hero, you have to keep doing heroic deeds in order to maintain your hero status, and if you are a bandit, as long as you continue killing people, you will continue being a bandit.. If, for example, you have had to kill a few people and somehow end up with 0 humanity, it will take you several days of play time in order to work yourself back up to "neutrality", so it will be a slow process, but it is possible to turn yourself around. So, how do you KNOW your humanity or someone elses humanity? Instead of having separate skins, I was thinking of a more subtle way.. Think of a spectrum between 0% -> 100%, where the middle is "gray", 0% is black, and 100% is white.. The closer you are to 100%, the softer your features become.. Your clothing and facial features take on a lighter hue.. Are more clear and distinct.. Eyes are open and eyebrows in "upward" position, your mouth has a slight smile on it, giving others the impression that you are honest, trustworthy, helpful, and friendly.. At 50%, your "hue" is neutral.. gray.. Your mouth is a straight line, eyebrows in a neutral position, eyes slightly squinted, clothing looks "normal".. Facial features are neutral/default. At 0%, you carry a dark aura.. your clothing and features look darker.. Deeper lines in your face.. dark circles around your eyes, eyebrows are narrow and pinched downward.. you carry a perpetual scowl or frown.. Your facial features have sharper edges. All of this subtly indicates to others that you are a dark person who carries a heavy weight on his soul. When you die, your humanity is reset to 50%.. New life = new opportunities. The changes are subtle.. As you move from 50% in one direction or another the features slowly change, and are not readily apparently with small gains/losses in humanity.. It would require great attention to detail to tell the difference between someone with 35% and 50% humanity at a glance.. You may have to look at them for a while to notice that they are beginning to get dark circles under their eyes, or that their face carries slightly thicker lines than the average person.. but once you see a bandit with 0% humanity, you can see a stark contrast between them and a fresh spawn. How would you gain humanity? Donating blood and giving medical attention are obvious.. but what about giving someone a water bottle? What about giving a fresh spawn supplies? It may be more difficult for the game to track this, and there is some potential for abuse.. so possibly keeping it limited to medical attention may make the most sense.. Maybe killing bandits could give you a small reward (5% if they are at 0%, and 1% less for every 2% humanity, up to 10%) You should also lose humanity for force feeding people disinfectant spray or rotten fruit.. Also torturing people by dealing damage to them from punches or other melee attacks.. shooting people obviously.. Handcuffing people seems rather neutral so long as you do not follow up with stealing from them, which would cause a loss in humanity if they were at 50% or higher. Anyhow, I think that thoroughly explains my idea.. Any questions/suggestions/ideas? What do you guys think? I'd like to hear from both sides of the fence on the KOS issue.. I know a lot of people do not like the sanity idea, and neither do I.. But do you feel like this kind of system would be organic enough and would make sense?
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An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
Of course.. Any system is exploitable. It was easily exploitable in the mod. Bandit? No problem.. Use blood bags on friends all day. Difference with the system I propose is that humanity is temporary / last only one life.. So why go through all the trouble for just 1 life? -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
I would say yes.. In our current legal system, you can't use lethal force against someone who does not pose a threat to your life or another persons life. While hypothetically the fresh spawn could knock you unconscious, steal your gear, THEN kill you, that's also possible in the American legal system.. This is why you roll with friends when you're going to help fresh spawns.. That way, as soon as a fresh spawn punches your friend, you put him down and take a small humanity hit, for having to murder someone who was unarmed.. Although, as explained above, for a hero this hit would not be very difficult to overcome. -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
Easy solution: Killing someone who attacked you first = 0 humanity loss. -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
If the Fresh spawn attacks another fresh spawn, or someone on the hero/positive side of the scale, they would be pushed towards the negative side... If they attacked a "bandit", however, they would not. Also keep in mind that you lose more/less depending upon how high/low the other persons is.. Of course, the numbers and exact mechanics proposed in my post are estimates.. The exact #'s and mechanics could be tweaked and worked on. I think it also bears repeating that your "humanity" will slowly drift towards 50%.. So if you are a player who takes surviving seriously and you do a lot of "good deeds", any negative hit you take can be easily overcome if you continue to survive and do good deeds.. for example: A hero with 100% humanity bar goes down to the coast and seeks to help fresh spawns.. A fresh spawn with 50% humanity runs up to him, and punches him.. The Fresh spawn loses 50% of the hero's humanity, which is 50%... The Fresh spawn is at 50%.. So he loses ALL of his humanity, immediately, by attacking the hero.. Now the hero kills the fresh spawn in self-defense.. The hero loses 50% of the fresh spawns humanity, which is 0... The hero loses nothing. Even if the "good guy" only had 50% humanity, and the fresh spawn attacked him, the fresh spawn would be at 25%, and the hero would only lose 12.5%, putting him at 37.5%.. If he proceeded upon his quest to help others and gave away some supplies, saline bags, bloog bags, and survived a few hours, he could easily be above 50% by the end of his play session. -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
While it's true that some people can LOOK trustworthy actually are not, and not ALL bad people "look" sinister, it is almost impossible to hide micro-expressions and body language. "Aura" is a bad word for what I was proposing. Deeper lines in the face, a grimace/smile/straight line for the mouth, darker or lighter eyes, eye-brows in different shapes/positions, and the "hue" of someones cloths, just added for affect. It's possible to look like a "nice guy" to the untrained observer, but in the presence of animals (who have enhances senses.. such as the ability to smell body chemistry) or even in the presence of someone who is extremely observant or a "good judge of character", there are certain tells everyone has which betray qualities of their personality. Just a couple quick results on google for you: http://www.businessballs.com/body-language.htm http://www.paulekman.com/product-category/face-training/ Micro-expressions are extremely interesting, and they cross cultural boundaries. Smile = Happiness Frown = Sadness Grimace/Wince = Pain Scowl = Anger The position of someones eyebrows, sides of their mouth, and the tension/relaxation of their face (or certain body parts) gives clear indications as to how they are feeling or what they are thinking. It would not be extremely "gamey" to introduce this into DayZ.. You could take a few liberties and make a very effective (but subtle) system for indicating a persons recent actions.. Meanwhile, you could also reset this "status" upon death, so that someones recent actions would not last forever. Furthermore, while I have seen a "sanity" system proposed, as well as a "ribbon" system or a "hero vs bandit" humanity system like there was in the Mod, I have never seen/read anything like this being suggested before, which is why I posted it. -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
Did you read my post? Your "morality" would only be reflected by very small changes in your physical features and overall "aura" to give the impression of someone trustworthy or sinister.. The signs are also "true to life", and/or realistic. You don't see any mugshots of serial killers where they look like happy and trustworthy people, and likewise you don't see many charitable saints that have a sinister aura. -
Strafe to the right, swing to the left.. or just run up behind them.
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An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
There shall be *no* marking upon *thee*, thy shall be unable to conceal *its* true intent and bring harm *unto* those who do not expect it. ^--- -
Stopped reading after Page 4. of this thread.. Here's all I will say: I'm glad my play style pisses you off, because you sound like a miserable cunt who enjoys being pissed off. G'day.
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Let's be honest we are all killers.. Try your hardest not to lie. Thanks
Etherimp replied to capt. beefsteak's topic in General Discussion
What's this, another KOS thread? Yeah, this was totally necessary. -
An alternative to a "humanity" or "sanity" system.
Etherimp replied to Etherimp's topic in Suggestions
Bump -
Read first before you complain about other players
Etherimp replied to DirtyscumbagLith's topic in General Discussion
Yeah, I like how you cherry pick what I said and took it out of context. Only psychopaths would MURDER other people when there is clearly nothing to gain and no threat. IE - Geared players running around Elektro killing randoms... geared players sitting on the coast murdering fresh spawns.. etc.. Nothing you or anyone else has said indicating that "in an apocalypse everyone would be murdering people!" is supported by science/psychology/sociology/historical facts. In a life threatening situation (such as an apocalypse), normal people (non-psychopaths) are ONLY concerned with their own survival and the survival of their peers/loved ones. The most common and effective survival tactic would be to avoid large cities and isolate yourself from danger, rather than plunge into it with an assault rifle and kill people who look at you the wrong way. In the case of "my" group coming upon "your" group, we would probably attempt to send an envoy/scout to see how safe it would be to interact with you.. Then we would attempt to make contact.. Then we would discuss what we have to offer one another. Violence would be a last resort: NOT the first option that comes to mind. I'm so tired of seeing the same bullshit argument propagated on these forums. Really, please stop pretending your KOS mentality is justified through human nature. It's not human nature to murder other people. -
Quoted for mother-fucking truth.
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Do New Players Not Understand How Hard Core This Shit Is?
Etherimp replied to bfisher's topic in General Discussion
You forgot the part about 90% infection rate whenever a zombie hit you in 1.7.7.1.. Where everyone was infected all the time, and finding Antibiotics could be a week long process..Where you had to keep eating beef steaks just to keep your color from fading to black.. Where if you found a tent with 3 Antibiotics stashed in it, you were more happy than the time you shot that guy on sniper hill and stole his RangeFinders and NVG's. Something I'd like to remind everyone of: You are not a person in DayZ.. You are a mobile loot pile that MIGHT be able to shoot back.. If you're good. There are no owners in DayZ, only 'users'.. You do not own your vehicles, your inventory, or whatever is/was in your tent. You're just using that stuff until someone takes it from you, or it gets destroyed... And it will get taken from you, and it will get destroyed. For those of you who are whining now: I recommend you either grow a pair or quit the game now and go play something that suits you better. If you're struggling in the current incarnation of DayZ SA, then you will HATE this game by the time it goes Gold. DayZ SA is a walk in the park compared to certain versions of the mod. -
Read first before you complain about other players
Etherimp replied to DirtyscumbagLith's topic in General Discussion
A few problems with your argument here.. 1. Zombie Apocalypse is fiction. 2. The Walking Dead is fiction. Furthermore, the BEST option for survival in a post-apocalyptic world, would be cooperation with other like-minded people... so yes, people would be friendly to a certain extent. Maybe you've noticed in the Walking Dead how they have SEVERAL CAMPS OF PEOPLE WHO ARE ALL GETTING ALONG, AND ONLY FIGHT WITH OUTSIDER CAMPS. Yeah, the Walking Dead isn't real, but since you used it as the basis for part of your argument, I thought I'd point out one of the contradictions of your logic. I can tell you one thing, if the modern world broke down into an apocalyptic hellscape while I slept tonight, I would not be running around downtown Phoenix Arizona (where I live), with an assault rifle, yelling at random people and stealing their goodies. I would gather resources, connect with friends/family, and attempt to get out of any major city immediately, where I would form a camp. If outsiders approached the camp, I would be cautious of them but I certainly would not shoot them on sight unless it was obvious their intentions were hostile. In other words, your entire post is a crock of shit. You clearly know fuck all about human psychology, so stop with the psuedo-intellectual rationalizations for KOS. -
so i had a blast so far but this is killing my fun
Etherimp replied to brumey's topic in General Discussion
It is what actually happened. I have many witnesses. Also, I know this guy is lying. He was part of the Press Vest+Beret squad that was shooting fresh spawns. He just doesn't want to look like an asshole by admitting it was him. The funniest thing that I've experienced in DayZ so far was this guy laying unconscious on the ground talking in direct chat telling his friends how he didn't know what happened, and how all of a sudden he was just unconscious... meanwhile, I was running behind a house, bandaging up, and taking off with his M4... which my friend still has, mind you. :D -
so i had a blast so far but this is killing my fun
Etherimp replied to brumey's topic in General Discussion
Tell me more...