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Rainbow Dash

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Everything posted by Rainbow Dash

  1. Rainbow Dash

    Pending Update 1.7.1 Details

    It's not so much "cheating" or what have you to adjust the gamma settings when it's a fact that night–no matter where you are on Earth as long as you're outside–will never be pitch black. This has obviously been discussed at lengths before and while I do agree that there are great tools for lighting up the night and people just have to use them' date=' it's pretty ridiculous that nights are so dark it's impossible even to see what's in right in front of you. You say you adjust your settings only to get the most realistically looking experience, and that's exactly what I think I'm doing when I yank up the gamma too. The pitch black hours of ArmA 2 just aren't realistic, so in order for me to have a realistic experience (which is being able to at least make out [b']something in the dark) I need to increase brightness and gamma. I see your point. It's unlikely that every night is the dark side of a solar eclipse (where its pretty friggin dark) and that starlight makes little to no light. The issue is that gamma effects calculated by the ArmA engine will make kind-of-dark greys stand out a lot as changed gamma adjusts your view for maximum white-balance. The only way to fight this problem is to change the amount of light at night to something damn small so that this exploit can't be used - the payoff for that is that people can no longer see a damn thing without assistance from artificial light. The only routes I see out of this are removing night time all together, leaving it as it is, reverting it so that people can exploit again, everyone gets NVGs (which is essentially what the exploit does), or changing the way ArmA handles gamma so that it doesn't have as low a "threshold" for raising white balance (this is explained really well in another thread by Slamz). This would allow moonlight to light up the nightscape somewhat while at the same time preventing gamma from making a big difference. But I really don't know how feasible this is.
  2. Rainbow Dash

    Pending Update 1.7.1 Details

    What about making it so that you can't log out for 10 seconds after being shot/bitten/having fired a weapon/any other combat interaction, then a separate logout timer like I suggested in my earlier post? I just see the current popular idea as "run away, hide behind a hill/tree and disconnect", and the flaws I imagine are things like Player X shoots at Player Y, player Y shoots back enough to make Player X take cover, and Player Y immediately starts the 5 second disconnect. It doesn't seem THAT different to our current system - 5 seconds isn't a lot, and if its a server which doesn't print user connects/disconnects, how will Player X know that Player Y isn't still on the server? For all he knows, Player Y is either still hiding, or has moved positions, or evaporated. With my idea, Player Y won't be able to start disconnecting until 10 seconds after the combat timer runs out, and THEN will have 10 seconds of inability to act while the disconnection happens. People will be a lot less willing to sacrifice a 20 second time period over a 5 second one. And if you think about it more, it takes about 5 seconds to hit Z if you want cover from gunfire, hit Esc, hit Abort, hit Disconnect, then Disconnect again. Maybe a bit less but you see the point. EDIT: @zxc, I think 20 seconds with a period if inactivity at the end is good. It prevents the possibility of an ambush as the person can't shoot (or react quickly) if he is unable to act.
  3. Rainbow Dash

    Pending Update 1.7.1 Details

    I don't know when this update can be expected but I was wondering if you realized how bad the server lag is. For something that makes the game completely unplayable' date=' is there no hope for a hotfix? If the choice was between waiting for the other (admittedly nice) additions or get just a lag fix, it would be a no-brainer... [/quote'] He's talking about the desync problems and server-join lag.
  4. Rainbow Dash

    Pending Update 1.7.1 Details

    This'd be cool - I've seen stuff like this (kinda) in other mods for ArmA which' date=' for instance, makes Taliban recapture a village after you've secured it (or at least try to). And they'll succeed if you lose the fight or leave the village. However I don't think the Taliban spawning system works the same way as the Zombies' system. We know that in the patch, zombies cannot spawn within 30m of a player - give or take a few depending on lag and how fast the player is moving. If you calculate the area of the perimeter of a tiny town - say, 5000m^2 (roughly hamlet size :c ) - and the area of the circle around a player in which zombies can't spawn - I believe the safe radius is 30m, so 30m^2 x pi =~ 2800m^2 - it would take at least two (5000 DIV 2800 + 1) perfectly positioned players to take and hold that tiny town's perimeter. Think of something considerably huger like Cherno, you do the maths, it's a fair old number of players. (SizeOfTown DIV 2800 + 1) We can expand on this idea by saying things like players can "capture" [using the above system'] districts of a larger town and restrict the zombies' spawning area, and defend the district with things like placable cover - sandbags anyone? If you think about it realistically you can see how difficult it would be to capture and defend any city/area where zombies spawn. You'd need defenses and armed guards to ward off any attacking zombies, and to keep tabs on players who are taking cover inside the defended perimeter. You'd also need to consider loot spawns, so a well organised group can't capture and hold say NW Airfield then just farm shiny loot. Another thing to consider is lighting - not much use holding a town that no one can see around during the night, and flares only last a set amount of time. Floodlights, campfires, and working streetlights it shall be! Of course the powered examples don't exist yet, but the world's your oyster. Expanding further on this idea, we can create more complicated aspects of group play surrounding defense of areas. I saw in another thread the idea of roaming zombie hordes - I LOVE this idea personally. Just think of the teamwork you'd need to defend against a self-aware pack of 50 or 100 zombies. Sorry I'm not quoting everything, I read all the counter argument(s). Yeah, carrying a flare like a derp can get you shot, and does most of the time. But if you want a really easy game with constant ambient lighting, why are you playing this? DayZ is the gritty zombie apocalypse game that is ruthless, perhaps even more so than the people who play it. You can't avoid not being able to see in real life, just as you can't avoid hunger or thirst (ok bad parallel, but you get the idea). Relying on gamma and brightness to cheat the game out of a challenge factor is just wrong in every aspect, if you ask me - some of you may not see it that way. Yeah Disgraced, a lot of people change settings to improve the performance of their game. I personally adjust my settings to give the most photorealistic and high-quality result that my hardware will allow. Some people prefer to take it to the absolute minimum in order to get the most performance out so that they can make the most of their ability - pro gamers do this, and there's nothing wrong with it. But changing settings in order to gain an unfair advantage like nightvision, that to normal players is ONLY obtainable with NVGs or flares or any other light source within the game that they were originally intended to use? That's just wrong.
  5. Rainbow Dash

    Pending Update 1.7.1 Details

    Even more unplayable with stock video settings. Go try it out yourself. :) I always play with stock settings. Yeah it sounds like bulls**t but I'm being honest' date=' I'd rather have the excitement of night time rather than the boring eye-wounding monochrome of high-gamma/high-brightness (which not everyone knows about/does, so its automatically unfair). Simply put - the mod wasn't developed for you to change your settings during the night time, night time exists so you can't see and adds a whole new element to the game - seeing clear-as-day around the clock would make the game boring in my opinion and remove a whole side of the game. You know flares? The bright red light things that you [i']spawn with? They're there for a reason too. If you don't want to be "one of those guys" who uses flares to light up the night landscape, I'm afraid there isn't much I or the devs or anyone can do for you - after all, you don't have built-in ocular brightness/gamma settings on your eyes in real life, do you :huh: ? (inb4 you have bionic eyes that can do this)
  6. Rainbow Dash

    Pending Update 1.7.1 Details

    With every addition to the changelog, I froth more and more insanely at the mouth. MORE!!!
  7. Rainbow Dash

    Spawned in Pre-Deployment

    Run south east. Will take about an hour and a half :3 of course there's always the easy way out. Would like to see this bug fixed at some point, happened to me and a friend mere minutes after getting good equipment. He died and I tried the run, but the only run I successfully completed was the one out of water (hurr hurr). If it isn't fixable, mebe make the deployment area closer to the map :D?
  8. Rainbow Dash

    Major Update Pending: 1.7.0

    I READ POSTS FOR NO MAN! Also, no I didn't bother going back to read all 10 pages :( please forgive me EDIT: Turns out I did see that exact quote, "We're working on it" is almost as bad as the "when it's ready" response. They're not even saying what they're doing to fix it, of course people are going to flip their poop. Not justifying my response but parroting really doesn't help.
  9. Would like to see an ETA' date=' it might not be solid progress but it will help stem the flow of rage spewing forth from the insane playerbase. I'm hoping within 24hrs, given the new Hive update that everyone [who is a server host'] will be forced to run.
  10. Rainbow Dash

    Major Update Pending: 1.7.0

    Not sure if it's majorly related to the 0.9.2 -> 0.9.3 Hive update, the 1.60 to 1.61 ArmA update, the DayZ 1.7.0 update or other server issues, however every server I tried to play on tonight has given me nothing but grief. Other players cannot see me and I can't see them, when I do see someone they disappear shortly after (if they are moving). Shots almost don't register on players (took 17 rounds of 7.62 to kill a bandit earlier - each one was point blank) and zombies seem to have taken a new liking to Michael Jackson's Thriller slide dance as they lag gracefully around. Have also seen numerous servers with the 0 zombies bug. Food and other supplies have been disappearing from inventories. Game confirmed for unplayable :D
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