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Everything posted by djporternz
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As stated, you won't see the logout timer on your scree. But your character in game will sit down and remain on the server for the 30 s. Just be a little more careful in logging out and you should be fine. I did a write up on the new mechanic here: http://forums.dayzgame.com/index.php?/topic/170826-managing-logoutlogin-post-033114782/
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Yep. Patch notes state that the LRS is no longer usable on the SKS. Not sure why it would disappear though.
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I've never had a problem.
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Recent loot disapears on log out?
djporternz replied to Franchi (DayZ)'s topic in General Discussion
Sounds like a bug with your character not saving back to the hive on logout. The server updated hence the loot not still being there. May be a quirk with the new logout now with the timers. -
Sorry, weedmasta, I'm going to butt in here! Chesty, why are you playing DayZ? You don't want to play with other players or a night. From what you are saying what you really want to play is a solo game and not a MMO at all. Try State of Decay, it seems to be more in line with want you want out of a Zombie Survival game.
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Congrats to people who hated server hoppers, but was it worth it?
djporternz replied to Rick1633's topic in General Discussion
Bodies despawning too quickly will be fixed, the same as it was previously, given time. The timers have fixed the Combat Log/Ghost/Server Loot farmers as expected. The whinging and crying on these forums is proof of that! You've got to give the OP that. It's probably the only thing he got right! Probably just an oversight on the part of the Devs. They've probably got the fix already, but just want the OP to cry some more first. TL;DR: YES, YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES,YES! -
POLL Should The Timeout Timer be Increased, Untouched, Reduced or Removed?
djporternz replied to leefriendfield's topic in General Discussion
The timer stays as is. Oh, and BACON! -
To those who dislike the new combat logging timer
djporternz replied to africanhungergames's topic in General Discussion
So I use my weapon and get a 15 minute timer. Okay. And if someone fires back they too get a 15 minute timer. But what criteria can you possibly use to flag a target. For the life of me I can't see any that isn't open to exploitation. While it is easy to check when a weapon is used, it becomes nebulous trying to define who it is being used against. This problem becomes exponentially worse when you start increasing range with M4/SKS/Mosin. While it is easy to say 'Just flag players in combat', getting any sort of coherent criteria that is simple to compute and addresses the multiple side issues that can arise is near impossible. If you can think of any criteria that isn't exploitable, I'd be interested in hearing them. -
If I can't play I want my money back.
djporternz replied to Redmaxblower's topic in General Discussion
If you don't logout you'll never know! The Loggers are Whinging, Long Live the Timers! -
No. Characters in DayZ are EXACTLY alike. What you can do, I can do. This is not to imply I will, but there is nothing to stop me from doing so. So no. No skill system, no abilities, no unequal characters.
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To those who dislike the new combat logging timer
djporternz replied to africanhungergames's topic in General Discussion
It is better because the fact that logging out has a consequence now means that combat logging is dangerous, Ghosting will take longer than it used to, and server jumping for loot is going to take longer than a cross country hike. You can't force paranoid players to interact with each other. I'm not seeing a reduction in the levels of communication between players, but even if there were, I don't see any direct correlation between that and the introduction of the timers. If anything, that is solely down to the 'perceived' notion that everyone is out to KoS everyone that seems to be being reenforced by the media and a certain vocal minority of players. -
Constant PVP ruins the fun of this game
djporternz replied to wuffi (DayZ)'s topic in General Discussion
DayZ is, at its core, a PvP game. By that I'm not just meaning the typical run and gun style, but any player vs player interaction. If you are not interested in that, then stay away from where the other players are, or go play a solo game like State of Decay. No other player in game is being forced to play a certain way, but many when given total freedom of action as in DayZ, simply don't have the skills for any level of interaction with the other players. You can make your point without showing your immaturity or resorting to a personal attack. KoS is a part of the game, and despite what these forums would suggest, a very minor part. Oh, and leviski, your capitalisation, punctuation and grammar is worse than mine. Just saying... -
280 hours in. It is the ONLY* game I've played since I bought it a few hours after release on Steam. I stop playing every day when I go to work, so I just can't be addicted. * Okay, I lied a little. The second part of the ArmA III solo campaign was released, and I had to play that!
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You'd think so, wouldn't you. In almost 40 encounters, I've been KoS'd only three times. All of the other encounters have been eventful but non-lethal. Mostly with me doing my medical stuff and trading a bit with others. Oh, and I'm not stupid enough to keep all my eggs in one basket, if you know what I mean. So?! I re write the note a few times, its no biggy.
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Merino's In-Depth Video Guides (Feb 11th: Updated to 0.34.115106 New Status Indicators, Rebalancing of Hunger, Thirst, Stomach, Blood and Health Reg)
djporternz replied to (TMW) Merino's topic in New Player Discussion
Any chance of an updated video on the new food/health mechanic in the latest patch 0.33.114926? It seems to be totally different to the previous version, and I've not been able to figure a lot of it out yet. Thanks for the very informative and easy to understand videos to date. -
Fists/melee weapons making bullet ricochet sounds
djporternz replied to infiltrator's topic in New Player Discussion
Used to use this as a ploy when approaching people around 'hostile' areas. Very funny to watch someone log to get away whnn you've got no gear. Not sure it would work with the new timer mechanic in game. -
Stahp Rocket! You're ruining teh Alpha!
djporternz replied to albinorhino's topic in General Discussion
All good info. I'm having a lot of success in and around Gvozdno. Three settlements all relatively close together. Far enough away from the two northern airfields to be fairly safe, and the loot is usually okay. There is occassional foot traffic, but it's pretty easy to avoid unless your looking for that interaction. -
To those who dislike the new combat logging timer
djporternz replied to africanhungergames's topic in General Discussion
Your suggestion is still vulnerable to exploit. Any timer that can be reset by the players action will have this flaw. Remember, the Devs have tried multiple methods of implementation, and while we haven't been told the details of all of them, when Dean tells us that this one is by far the best one for dealing with all three of the main cases with the least impact on processing resources and the side cases, I'm inclined to defer to his experience. The fact that the most vocal opporsition to this feature are coming from the targeted players i.e. those who were using this exploit to their advantage, shows that it is indeed working as expected. The small number whining about being caught up in the side issues i.e. Server errors, BE flakyness or crappy internet connections, are being a little over dramatic. I've been caught a few times, but TBH, 5 mins downtime now and again is turing out to be a net benefit. I'll go as far as to say that this is by far the best new feature in the game to date. It is changing the way everyone approaches this game. -
NOTE: This is not the place to discuss the implementation of the timers and/or your own pet system to combat these problems in DayZ. Please take these posts to the numerous other posts that already exist for that discussion. Thank you. With the upcoming patch this week the Logout timer and Relog penalties will be live on the stable branch. What I'm hoping to do here is collect simple tips that will be useful to maximise your chances of surviving theses changes for the new player and hardened pro alike. Login to the Right Server: At the server selection screen, make sure you are logging into the server you want to play on. Logging out and back in to another server is going to mean a five minute downtime if you get click happy here. Especially important if your intention is to play with a group on the same server. So slow down, and get this right. 30 s delay here is better than 5 mins of swearing! Safety is your ONLY Concern: Choose a place to log out that is safe now, and also going to be safe when you relog back in. Safety in DayZ is a fleeting commodity, but there are some places that are a little safer than others. NOWHERE IN DAYZ IS GUARANTEED 100% SAFE!Zombies: not a great threat ATM, but if you can't fight back they ARE deadly. Make sure you have checked your surroundings. Remember, they can spot you from a long way out. Due dilligence will pay off. Don't get complacent!Buildings with low/no loot spawns: Most players simply bypass these, making them suitable for logging. There is not really a necessity that these be far removed from valuable loot spawns. Buildings with an upper floor are an excellent choice, at least until Zs can consistently path up stairs!Treelines: Always a good go to if there are few other options. Most towns and villages in Chernarus have handy trees that will give you concealment if not cover.Wilderness: These are predominantly safe due to the shear size of Chernarus. Chances of being stumbled across are suitably low to non-existant.Hardcore servers: While restricted to 1PP may be a hinderance to you, it is a great advantage to the logging player. It IS much easier to logout closer to other players simply by not being in their LoS. Conversely, relogging out of LoS is also much easier.This is not to say that logging out elsewhere is inherently worse. I'm just trying to give tips to the new players that should maximise their likelyhood of surviving the logging process. NOTE: Wait a little: There seems to be a slight delay between character updates to the Hive. It is sometimes advantageous to wait an extra 30 s where you intend to logout to let things settle down a little. Use this time to listen out for any inadvertant Zombie aggro. If you don't your login position may not match where you think you were by a short distance. If you have some other tips or rules of thumb you use when logging in/out that you think will be useful after the upcoming patch, please post here. Also, if you have some ideas of how to log out from some of the more high-risk sites, I'd also be interested from hearing from you. Quick Logging FAQ What has been implemented? Currently there is a 30 s logout timer in effect AFTER you leave a server. Your character stays on the server for this period of time, but you have no control over them and in fact are not even able to observe them in any way. In conjunction with this there is a 5 min relog timeout applied if you were not in your previous server for 30 mins before logout. NOTE: You cannot relog to a new/same server before the 30 s logout timer has elapsed. What happens if I am out of game for longer than 5 mins? In that case there is no relog timer applied. You have, in essence, already paid any penalty due. If I stay in a server for 30 mins, am I penalised for switching? Only by the 30 s logout timer. You won't be able to enter a new server until the 30 s has elapsed. Are seperate Hives/Shards treated differently? Yes. Hardcore and Regular characters are seperate, and so jumping from one mode to the other is not penalised by the current method. This will probably be the same for private hive/shard servers as well, but as these don't exist ATM, it is impossible to test. What about ALT+F4? Handled exactly the same way as a regular logout. There may be an even greater penalty due to the fact that it may take the server several seconds to realise you client has actually disconnected. I have a flaky internet connection! Sorry, it can be frustrating, but the server doesn't differentiate between logout methods. They are treated exactly the same. Unfortunately you're going to recieve any penalties the same as if you logged out on purpose. I'd suggest you try and find a better ISP/Connection if possible.
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My post on this feature after testing in Exp servers: http://forums.dayzgame.com/index.php?/topic/170826-managing-logoutlogin-post-033114782/ Implementation details have been known for a while now, as well as the reasons why they have not implemented it in the way you suggest. You can decide to think of it as a punishment if you want, but I don't. It is a consideration only when I log off and if you aren't logging off in a safe location, then you get what you get. Sorry.
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Sorry to see you go. Can I have all your gear?
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Yes you can. Very perceptive of you. Of course, that assumes that I have read that far in the thread to realise that I'll want to reply to multiple posts. Sometime I'll do that, and sometimes like now, I like to reply individually to something that doesn't have anything to do with anything else.
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Zombie pathing is not a game breaker! It is a pathing issue with the AI, and I can understand them not fixing it ATM because 1) There aren't that many Zs in game; and 2) They aren't that much of a threat! and 30 They have said that the Z code is going to be completely redone. Why spend time fixing something that they're probably going to throw away. RL happens. This is a game. RL > Game. See, easy math. And let's be honest, the timers were put in because the player base has been screaming at the Devs for the last month about the problems of Combat Logging/Ghosting/Server Jumping Looters. See what happens when you get EXACTLY what you ask for? Good isn't it! I'm fully for the new timers and delays. They are working exactly as they should, and yes, there are a few instances where they are applied that make me want to use some colourful language, but in the end this is but a game, and the effect of these make for a much more enjoyable experience in-game than it was previously.
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Remember the last patch where we had similar issues? Good. They fixed that, they will fix this. Just be a bit more patient.
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Experimental = Few servers under direct control of BI Stable = Many servers under Third-Party control OFC, I might be talking out the top of my head...