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bad_mojo (DayZ)

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Everything posted by bad_mojo (DayZ)

  1. bad_mojo (DayZ)

    Use of advanced network technology like Pikkotekk

    We shouldn't concentrate too much on the existing map and player limits. If 150 players is the decided sweet spot for Chernarus, there is no reason this technology couldn't be used with a limit of 150. Then when new maps are created that limit can increase, or maybe the extra resources can go towards more zombies. Just because everything has been developed with the current limits in mind, doesn't mean those limits are good to have.
  2. bad_mojo (DayZ)

    Use of advanced network technology like Pikkotekk

    Yes, yes and yes! I suggested something similar for just the zombies, splitting Chernarus into a multiple "cells" which could each run a bunch of zombies, lessening the load on the main server. But, this sounds even better.
  3. bad_mojo (DayZ)

    No respawn servers?

    Let's say you attack a camp belonging to the clan who runs the server. They have two or three guards that you quickly kill, as you're looting their tents and vehicles the server restarts. Now, instead of having all the time in the world to loot their camp, they're now on their way back to the camp to retaliate. Granted they'll have to re-gear, but they could have tents & vehicles stashed other places making that return trip very short. Now, if it happened the other way, where you died defending your camp, you might have to wait for hours or even a day before they decide to restart the server, plenty of time for them to clean you out completely. It would just be another thing that is under the control of the people running the server. Not bad if the server is run properly, but it is human nature to take advantage of your situation.
  4. bad_mojo (DayZ)

    No respawn servers?

    I wouldn't like it because if the restart times were set times, people could base their play around them, taking more risks before a restart. If the times weren't known, the clan running the server could easily restart when they need to respawn.
  5. bad_mojo (DayZ)

    Humanity, current behaviour?

    Killing survivors takes away some, killing heros takes away more, killing bandits takes none. Medicating someone adds some. I'm not sure the exact values but I believe you become a hero when you reach 5000 humanity.
  6. bad_mojo (DayZ)

    This forum.

    http://dayzmod.com/forum/index.php?/topic/117794-will-standalone-get-new-forums/ According to the moderators it'll just get different sections of this forum.
  7. bad_mojo (DayZ)

    Lonewolf game mode

    [this is a suggestion for the standalone] [This is a suggestion for an ADDITIONAL game mode, there's no need to assume this would completely replace what we currently have.] Back in July of last year I had an idea for a game mode that would force players to go it alone. (http://dayzmod.com/f...ty/#entry266175) Basically, you wouldn't be able to see the name of the server or the player list. Meaning players will not know what server they're on or if anyone is even in the game with them, or who those people are. A system like this would require a good amount of servers running the exact same settings, so they're indistinguishable to the player. When a player wanted to play they would select 'Join game' from the menu and the game would then ping the servers and put the player into one with a decent ping and an open spot. After quitting the server, you would have a server list with the last servers you played in. This way you can return to the vehicle or tent you placed down on that server. Or return to the people you're playing with, in the case of a disconnection. The 'lonewolf' server list would also have a couple backup servers with good pings so you're not limited to always the same server. But, you are limited to playing on those few randomly selected servers. You can't go back to 'Join server' and get new servers, once you've got a list, your stuck with them for that life. Another important aspect to this game mode would be adding friends. When you meet another player in the world, an option to "Add as friend" would appear, when you have people on your friends list, you will see their server listed in your server list, even if you've never played on it. This way, relationships formed within the "Lonewolf game mode" could be maintained. No outside connections would have to be made.(Xfire, steam, skype, ts, etc) BUT (and it's a big but) when you die, you lose both your friends list and your server list. You're forced to let the game pick the servers for you again. This would further emphasize the idea of surviving at all costs, dying might mean you never see that person again. Also, clearing the lists will make it a chore for the groups who will inevitably try to circumvent the point of this game mode. If groups have to spend time hopping from server to server trying to meet back up and add each other as friends so they can join each others servers, every time they die. They might just give up and go play on the normal DayZ servers like they're supposed to. -- It's not a perfect system. But I believe it could work if enough server owners and players wanted it. The biggest problem I can see would be getting people to pay for a server they might not actually ever play on. It would work best with developer hosted servers and a dedicated admin team that shared duties across all the linked servers. Stuff like this is done with MMO games and even games like Halo have match making that is only for lone players. The only difference is that DayZ is a persistent game with no rounds, but if enough servers were in the pool, I don't think it would be a problem.
  8. bad_mojo (DayZ)

    TRAIN

    Why not just add a couple handcars to the tracks?
  9. bad_mojo (DayZ)

    Lonewolf game mode

    This would be more of a difficulty setting than a game mode. The game would be the same, just without letting the player pick the server he joins.
  10. bad_mojo (DayZ)

    Lonewolf game mode

    That playstyle you suggest doesn't require a new game mode. This is for the people who like to meet and group up with random people they run into while playing. With the normal dayz that become harder because there is a large portion that are already grouped up from pre-existing relationships formed outside DayZ.
  11. bad_mojo (DayZ)

    Stuff in backpacks

    [this suggestion is for the mod] It would be nice if random loot would spawn inside the backpacks that you find. Perhaps even have a couple super rare ones with survival contents. As if you found a preppers bug out bag. Would also give more of a reason to check inside backpacks, which will slow down looting a bit.
  12. bad_mojo (DayZ)

    Lonewolf game mode

    Yeah, true. There's also the fact that someone could just type 'netstat' in a dos prompt and get the IP address of the server. Hopefully, if something like this was incorporated into the standalone there would be a way to restrict joining of those servers to only the in-game browser. I'm not a programmer, but I'm sure there's ways around the problem. When I play Halo in the lone wolf match making, it blocks the "Join session in progress" from my gamercard.
  13. bad_mojo (DayZ)

    New map for DayZ: SA?

    I think the fact that most buildings are getting interiors will breath new life into Chernarus. Sure, we might have run around that map for nearly a year (or more if you played Arma2). But, with the new interiors, all the small villages that were nothing more than an obstacle in your way become an interesting place to explore or hide out. Not to mention the routine people get into, the spots people get used to being shot from, it all gets turned upside down. Wait until you get shot from a window of a crappy little house you never took a second glance at. Or that shack in the middle of nowhere that now has a precious can of beans. It might not give me that lost in the wilderness feeling I got when I first started learning the map, but it's certainly not going to be boring after two weeks. I've spent close to 10 months on Chernarus and I'm still finding places I'm not familiar with.
  14. Okay, I understand. What confused me, the OP never really stated that he wanted DayZ to be as realistic as possible. The only mention of realism in the first post was in this paragraph... I just don't see where you're getting the idea that him wanting to remove 3rd party actions from the game means he wants DayZ to be as realistic as possible. He might, but that's not what is being discussed in this thread.
  15. Oh i see, ONLY respawning matters in your arugment? You weren't using respawning as an example of one of the many things in dayz that are unrealistic, you're ONLY talking about respawning? In that case, why is respawning such a big deal? Why can't a game be as realistic as possible while keeping respawning? Anyone can get all dramatic in a discussion like this and say if you don't get physically harmed during play it's not realistic. But, it's obvious to most why hurting or killing the player of a video game is a silly idea, just like removing respawning would be in a game like dayz.You can make the experience more realistic without making the consequences 100% realistic.
  16. That is implying he can't have no third party bullshit in DayZ without also turning it into an "ultra-hardcore-super realistic Zombie Apocalypse simulator DayZ game". If we want one thing based on realism, we have to make everything ultra realistic. "Let's add X to the game, it's realistic!" "No if we add X we have to remove Y, Z, W, etc for being unrealistic, then the game would suck!" "Why not just add X and worry about the rest as we go?" "Because you want it all super hardcore impossible realistic mode" Why even change the subject to spawning when someone mentions realism applying to voice communications? Just to piss people like me off?
  17. Okay. But what about the suggestion that another difficulty setting be added which hides server names and player lists? That wouldn't invade on your personal computer, you would still be able to chat it up with friends while playing DayZ, you would just have a much harder time getting into the same server. I don't really care what the majority of people consider cheating or not cheating, or how people define the term cheating. I'm more interested in what changes would improve DayZ.
  18. It does limit us though. It limits a community to rely on the honor system. We have to rely on the word of others to not use 3rd party tactics. How does it come down to wits and skill when a friend and I are running along talking on direct chat and then we get shot in the back by a group who could hear us but we couldn't hear them because they weren't using direct chat? I play just fine in the current situation. I'm not really complaining that it's a grave unjustice that I have to play with groups. It's the situation of DayZ, if I want to play DayZ, I play on a server with groups. But, when people try to pull the "DON'T PUNISH MY STYLE" whenever someone suggests something like this, I roll my eyes because that argument can go both ways. If you prefer one play style, your punishing the other. It's silly and the discussion goes nowhere.
  19. bad_mojo (DayZ)

    Stuff in backpacks

    Good point about the supermarket.
  20. Maybe you wouldn't, and I'm fine with that. You can continue to play on regular servers with groups. It's not about making the most realistic experience possible, It's about putting everyone on the server into the same situation. If I'm not part of large group operating on teamspeak, I don't want to be forced to only join servers with groups. I want the option to join a server that prevents out-of-game grouping. I want to join a server where people can't have two or three characters to hop over to in case they get killed. Or clan mates ready to log on for backup. I want a server where dying means losing everything, a server where I can't just run back to a tent and load up again. Where did I say I wanted this to be the only way people play DayZ? I can argue that the current system limits how I can play dayz. Why are you happily limiting my play style? If I want to be competitive, I'm forced to use teamspeak. That's limiting dayz to that playstyle. Regarding the voice communications being limited and "broken", I have to disagree. I believe that the limitations of the voice communications make for a better game. Having no long distance communications makes for a better game than having a perfect teamspeak setup. Again, that's just my opinion & the reasoning behind my stance on these issues.
  21. Also, if you play Wasteland & other Arma2 mods it's worth getting.
  22. Exactly, but there's more than one way to skin a cat. If you can't easily get on the same server as your friend, doesn't matter how much communication your can manage, you're not able to "cheat" at dayz.
  23. bad_mojo (DayZ)

    someone give me a medal

    I usually just take the crap and drop it a mile down the road. I've been killed for refusing a few too many times.
  24. There would need to be some kind of standardization of server settings for the idea to work. Back when there were no private hives it could have worked because the only differences were the few difficulty levels. But, then there's the problem of getting back to the server where you just found a humvee or placed a tent. So there would have to be some kind of favorites or history of servers you played on, and maybe the ability to give them nick names. In the past I've even suggested that an ability of adding someone to your friends could be added. That way if you meet someone in game and add them as your friend you could join the server they're playing on. But, when you died you lose your friends list and server list.(kind of harsh on the tent/vehicles, but death should be harsh imo)
  25. Not a bad idea, but it's too easy to circumvent. I could easily have two microphones, one for teamspeak and one for ingame. Or just power up my xbox and get on an xbox live party chat.
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