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ninjacalypse

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Everything posted by ninjacalypse

  1. You were banned from OA/DayZ mod. You've got a VAC ban on your steam account as well. Hold on...you've got ANOTHER steam account (they're both yours, both from Australia, both with the name Ivan) that has TWO MORE VAC BANS ON IT. I don't wanna sound crazy or like I'm jumping to conclusions here but maybe...just maybe...you got banned from the standalone because...you were hacking in the standalone.
  2. ninjacalypse

    Identifying other players

    You want to know who that guy was that just killed you? Try asking them before you get shot next time.
  3. ninjacalypse

    Duration of alpha

    You see quite a bit misinformed when it comes to game development. Many games, including most AAA titles spend years in development. Battlefront 3 (Star Wars themed shooter) is in development right now, won't be out until the summer of 2015 just for example. If you have purchased the DayZ SA Alpha you should have read the disclaimer included at the very top of the product description and done a little research as to the actual official release, which Hall (Rocket) has stated won't be for over a year from now.
  4. This is just one of my suggestions for dealing with the client/server load caused by Zombies. I don't know how the dev team is working on addressing the issue but I get the idea that they're working from the angle of the zombies being permanent entities on the map. I've heard the dev team say they've tested the game with thousands of zombies but combined with the loot spawns it overloads the game. The thing is you don't actually need thousands of zombies in-world all the time. We already know common places were zombies spawn, in towns, military camps/airfields, some in random places, etc. So the devs could just place these dynamic spawn points around the map, as potential places where zombies could spawn. Now when a player enters the radius of one of these dynamic spawn points/zones it activates the entity. The entity determines if it should spawn a zombie, how many zombies what types of zombies. Once a zombie entity is spawned in world it would remain in world, as long as it remained in an alert status or the player was within a certain radius/distance from the zombie. If the player has effectively broken all contact with the zombie entity, it's not in any type of alert status and the player is beyond the effective render distance of the zombie, the entity could be de-spawned to save client/server resources. If a player has killed all the zombie entities within a given area, those spawn entities would have a cooldown time before they could spawn new zombies, enough so that you wouldn't jog into town, kill some zombies, think it's all clear and then get ambushed by more zombies while you're looting a house. Spawning entities could also spawn different types of zombies, different amounts of zombies, hordes for instance in special circumstances or a small chance to spawn a mini-mid-large horde. To prevent players from in-inadvertently or intentionally creating too many spawn instances, you could simply set a cap on the amount of zombie entities that could be spawned in world at any given time. Some people might argue that it would break the realism of the game but currently, you go somewhere clear out a few zombies and that's it. You don't have to worry about zombies anymore in that area unless the server restarts. This would provide more of a challenge and keep gameplay fresh and I think would be one way to address the problem with the client/server load. As another poster here pointed out, the same principle could also be used to handle loot spawning/respawning as well. This is a brutally simplistic MSPaint depiction but demonstrates how it could possibly work. The entity spawning zone wouldn't have to be limited to a small town either necessarily. It could encompass areas of forest, areas outside towns, etc.
  5. ninjacalypse

    Best way to lose zombies that are chasing you?

    Just run away from them. If you're trying to loot a specific place or house, don't run towards that place. Also, zombies currently clip through walls/houses/fences/geometry/etc. (alpha) so you can't really "hide" from them.
  6. Spawning zones would not have to be limited to a small area or just a town. The illustration was just an example. The spawning zones could be much, larger to prevent players from scoping an area out to search for indicators of other players, if they could see a zombie, it would be an indicator that they themselves were possibly within the spawning zone. As I also mentioned, spawning zones would have cooldowns, so zombies would constantly respawn with a player in the area. This is of course just a suggestion that could be incorporated as part of other methods.
  7. ninjacalypse

    Add the :Thumbsdown: Emotion

    If you can't phrase a counter-argument constructively, logically and intelligently then you don't really have a counter-argument do you?
  8. It is not against the rules to name your server "PVE", "NO KOS", "NO PVP", etc. It's only against the rules if you are kicked/banned simply for killing people.
  9. It's a PVPx2 server. I think it's just an ironic gimmick to get more players on the server.
  10. ninjacalypse

    Best Suggestion: DayZ Hungergames

    No thanks to Minecraft/Roblox (ugh) game modes. If we have moddable private hives, sure have at it. If you're talking about separate mods for DayZ then I recommend you keep up with the game development and brush up on some DayZ modding (SA modding if/when should be somewhat similar). But as far as the DayZ SA itself, it doesn't need "Hunger Games" or any of the other silly crap that's been suggested like "faction vs. faction", "team deathmatch" and "capture the flag." Dear god, this is not Halo/Team Fortress/Call of Duty/etc.
  11. ninjacalypse

    What happened to 10 -- 15buck$ alpha pricing?

    First, this is what Rocket said: “People pay X amount of dollars and they get early, cheap access to it, and then once it's beta, price goes up, maybe, say, $10, and once it goes retail, the price goes up $10" Rocket was not saying DayZ was going to be TEN DOLLARS, he was comparing the pricing model to that of Minecraft simply noting the price for alpha would be cheaper than the price of the official release. Secondly, it sounds like you've been listening to a little too much Alex Jones. You said, "quit buying battlefield games after walt disney bought ea and turned it realistic war promoting brainwash asset" Get your facts straight for one. Disney never bought EA. Disney and EA have some licensing deals, that's it and Battlefield sure as hell is not one of them. Try Star Wars instead...you know...because Disney owns Star Wars know. Also, EA has not been turning the Battlefield series into a "realistic war promoting brainwash asset." You think a bunch of kids, sitting at home playing video games are like, "I'm gonna join the Army now! ALL PRAISE THE HYPNO-TOAD!" Yeah...No. Wait...I bet that's what THEY want you to believe right? In fact, EA has been going the opposite direction. They started with an excellent game and ever since after BF2142, Battlefield has been turning into a Call of Duty clone. So again, Hall never said DayZ was going to cost $10. He was merely comparing price modeling. If you don't think the game isn't worth $30, then don't buy it. Simple. On the other hand, if you really, really want this game...then it must be worth something, eh? As far as your comments about this being the exact same engine, it's obvious you haven't bothered to follow the actual development of the game before you blindly go criticizing it. Lastly, a shipwreck on the shore is an "obvious stalker ripoff"? Oh lord, I just love these young game hipsters who think everything is a rip-off of the last game they played. Yes, STALKER was the first game EVER to have a shipwreck. Wait...no way! Stalker obviously ripped off Arctic Shipwreck for the Commodore 64. /realgamehipster
  12. Well, to be fair you were "globally" banned by BattlEye. It should stand to reason, you would banned in all BattlEye protected games, which is why they call it a global ban.
  13. Well, then...that sounds like enough due diligence to me. It seems like a lot of haxxors were under the mistaken impression they'd get a clean slate in the SA after douching up the mod/Arma 2.
  14. Pshah, BattlEye is fine. I don't know why people are complaining about it. You want to talk about a crappy anti-hack that kicks exponentially more players than it does actual hackers and on a constant basis? Look no further than industry standard Punkbuster.
  15. Well, this is my thought on the issue. You got caught cheating...more than once...and in more than one game, probably others too. You're probably not going to find a lot of people here empathetic to your plight. That said, BI probably should have mentioned the fact that previous Arma 2/Dayz mod cheaters were going to be banned from the standalone before they bought the game. I don't like cheaters any more than anyone else here, maybe less in fact but that is kinda messed up. Although to be fair, you got a global ban from BE...which was a "global" ban, so it stands to reason it would affect any BE protected games.
  16. There doesn't need to be any "amazing ideas." Rocket already talked about addressing the problem with combat loggers and server hoppers by using a logout timer and damage cooldown, i.e. if you've taken damage within X number of seconds your logout timer increases and your body remains in-game and vulnerable.
  17. Well what about from your experience with being banned by both BattlEye and VAC-banned? Did you simply download your hacks or did you stream them through a private web server?
  18. ninjacalypse

    (Video) Geared server hopper joined at the wrong time

    If you read back up 40 posts (not 40, just scroll back up page 1, yeah, we established that. Mah bad. Balota, Balogna, NEAF, NWAF, an airfield by any other name. Already moved past that. Regardless, we're going to have fixes for server hoppers/combat loggers/etc. at some point during the alpha. Rocket actually talked about using logout timers and damage cooldowns to address this before the Alpha was released.
  19. ninjacalypse

    How to OPEN A CAN with BARE HANDS

    Related:
  20. ninjacalypse

    are people trying to make the SA to friendly?

    Yeah, some guy complained about how he killed himself 50 times and still didn't spawn near Balota and how it would have taken him like half an hour to run there...so...he spent what had to have been over an hour just suiciding over and over...the irony.
  21. ninjacalypse

    are people trying to make the SA to friendly?

    Everything is supposed to rare, including guns and ammo and before the last change DayZ was raining M4s and ammo like the free candy van just pulled up. And when they made those spawn changes as well, everyone started complaining about how they couldn't suicide until they spawned near Balota and couldn't fully gear up immediately after spawning. Carebearing works *both* ways.
  22. ninjacalypse

    "Friendly Servers"

    Yes, currently the mod operates under basically the same rule set. Hypothetically, admins could be given more control/leeway in DayZ if there were a private hive but since there currently isn't, it's hard to say for sure although it wouldn't be far-fetched to assume private hives will operate under the same ruleset in the SA as the mod. Regardless, of the guidelines and rules for private hives in the mod, it sure as hell damn well happens often enough in the mod. Find someone's camp? Kill someone? Blow up their vehicle? Banned, banned and banned. Good night.
  23. That's also a great idea for how something like this could be implemented in-game, the point being that I don't think a gajillion (that's a real number) zombies and loot items need to be spawned in the game at all times. The spawning system could be based around both the player (as you suggest) and in-game areas as well by splitting up the map into spawning quadrants or any number of other methods. There are certainly a number of different methods that could be used that would be a lot more efficient, in my opinion. This isn't a "debate." It's a "suggestion" hence why I posted it in the suggestions forum. I haven't heard the dev team talk about "how" they plan to handle the issues with both zombie and loot spawning...I only know how it's currently being handled which doesn't appear to be ideal or efficient as evidenced by what they've said about it themselves. I'm not attacking the dev team or saying I don't trust them. That's just silly. Again, it's just a suggestion which could be used as a jumping off point for further development. Yes, there were flaws with the mod's spawning system. I'm not suggesting they use that exact same system but perhaps a modified version of it.
  24. ninjacalypse

    added health issues & complexity. teeth and feet?

    Being wet, suffering from cold, requiring warm clothing and not just full milgear will be added later in development I believe as it was in the mod. As far as dental health though, it's not really realistic to DayZ in my opinion. It could take months and caselots of soda to develop cavities from drinking too many of them. Drinking a case of soda isn't going to make your teeth start falling out.
  25. How do you know ManofAwe got banned because of his previous BattlEye ban? He also had...dun dun dun! (ominous music) a VAC ban too. Edit: Thanks, I stand corrected. It's "dun dun dun!" not "duh duh duh!" ...I guess. :P
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