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Everything posted by dubghall
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Hi All, Just wondering if anyone has a clue about why this happened suddenly. Im running a 29 inch dell extra wide format monitor which worked great throughout dayz standalone so far... gave me awesome peripheral awareness and felt amazing. Trouble is, around 3 days ago I got disconnected during play and when I logged back in all my settings had been changed and/or reset... now I cannot achieve the extra wide format display any longer. It shows the correct aspect ratio 2560:1080 (21:9), but everything is just fattened out to make it stretch to fill, rather than previously it having normal dimentions but extended lateral view. any help would be greatly appreciated!!
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Sudden trouble with extra wide format monitor
dubghall replied to dubghall's topic in Troubleshooting
At least im not going nutz... Im also having alot of trouble with sunflare right now... or whatever you call the dimming of the brightness when bright objects (sun, fire, bright sky) are nearby... Its bugged for sure. Standing next to a wall that obscures part of the skyline will brighten everything too much... then peeking around the wall will include the skyline and the entire field darkens too much... -
Sudden trouble with extra wide format monitor
dubghall replied to dubghall's topic in Troubleshooting
guys... thanks for trying to help... but i already mentioned that it worked previously AND that "It shows the correct aspect ratio 2560:1080 (21:9)".... -
Why are there basically no 3pp:off servers - grow a pair.
dubghall posted a topic in General Discussion
Yes yes I know you all love console games!! so you you love wtfpwzring people you can see from behind your wall... But shouldnt there' be more than 7 of us who aren't panzies on the game at a time? Of the 3 servers i find that have 3pp off in the title, only one actually does. Also suddenly... about 5-6 servers that usta have it off are gone... Just dont get it... -
Why are there basically no 3pp:off servers - grow a pair.
dubghall replied to dubghall's topic in General Discussion
Guys... try for once not to pigpile into the trough of 3pp vs 1pp... Dayum... Although my persuasion is clear... my post was NOTHING like: "3pp should be banned" or "only 1pp alowed" I was simply noting that 3pp off regular servers (which once existed) now do not... it is strange to me... Jesus... stop bickering long enough to have a conversation rofl -
I have caught the DayZ bug... hard. This game is amazing - I can see where they are headed and love it all... As an Anthropologist, there is one suggestion I could make though - and haven't seen made elsewhere convincingly. A "Mental Constitution" Mechanic - Be antisocial and hyper-aggressive and go nuts from stress and loneliness. Restore sanity by helping others, camping and logging out socially, or just being solo peaceful for a sufficient time. (EDIT: note that bandits also social so this is not a carebear or karma like mechanic, evil or good wouldn't matter just that you take time for yourself or those you work with.) The mental constitution mechanic would be an unknown scale, similar to the hunger/thirst/disease mechanics currently in play, representing the soundness of your mind, your sanity. Neglect your social and mental health and the costs could be dire (or fluffy if ur skeert): - increased camera bob or jittery view - hearing/seeing things - loot that isnt real - zombies that arent there - rabits/doors/etc that sound like zombies - hehe- - your friend looks like a zombie - people standing next to you suddenly that arent there - finally, eventually, catatonic fear and incapacitation All incoming damage, poor health, and fatigue would result in deductions to your mental constitution (though to a much smaller degree than the physical deductions to your health or hunger - this system would only really kick in for your average player in the 6th significant play session - being one of the things you have to consider after you have sufficient survival gear). Repetitively neglected social interactions would also reduce your mental constitution. A zombie slashing your face... a firefight with a former friend... having no one who knows you... going cannibal (edit: thx Upsidian)... these things should fuck you up - you should have to DO something to keep it together. Alone, Mental Constitution could be restored only slowly by "peaceful time" timers (it goes up between combat bouts and/or at times of prolonged health) or by setting camps, fires, cooked food, antidepressants (edit; thx Tumoa, SixGunLover), luxuries (tape player and tapes as loot, or instruments), resting (decreased auditory and visual cues, no movement etc), or sleeping (safe/long logout required) Socially, Mental Constitution could be restored much more quickly by similar activities that are JOINED by a friend (i.e., both of you combine resources to setup a nicer tent, a nicer fireplace, better food etc. Sharing food could be a real mechanic that keeps you happier and more mentally sound. Mental Constitution could be restored even further if someone logs out in a social/camp style setting (say at the end of a play session), mimicking a night or long period of rest and recuperation. Imagine how thankful you'd be for that "REAL friendly"? Imagine your regret at having held someone up or murdered them only to realize that night that you are starting to see and hear shit from PTSD or sheer loneliness. Imagine how this would change community interactions and attitudes. How much more traumatic would the inevitable betrayal be? How much more sweet the true friendships? If any of you remember Starwars Galaxies... mind wounds could only be healed socially and left your character at a severe disadvantage for neglecting social interaction and rest. This mechanic is not used in many games - but it was extremely successful in SWG - creating whole niches for players that wanted to be helpful - or were good at it (bandits help each other too by the way). Some other thoughts and balancing concepts: - Duffel bags that you can carry at the cost of your primary weapon or on your shoulder (tents, luxury goods, wood...these things are bulky - one member of your group could be the dedicated mule - i suggest the new guy). - Bonuses to Mental Constitution from being healed or bandaged or fed by someone else (when wounded) - Tents, fires, cooked food that could benefit from multiple people contributing - A mandatory logout timer for camps that would encourage players to find a truly safe place to logout - Camps where people have logged out would be lootable and players attackable for a specified time - People would or could set watches over their resting friends (particularly if the logout timer was relatively quick (10 - 15 min or so) - You could bide your time and steal things from the camp, but significant loot timers would be involved if stealing tents etc. - On discovering a camp you'd have to make up your mind to join, avoid, or invade. - Customs would be developed like: hiding your pack in the woods before approaching a camp, etc, ways of communicating your mental state, giving a friendly the benefit of the doubt. - Player interaction options "Encourage", "Threaten"... which could push your sanity temporarily. We need more reason to look for one another and fear being alone. In DayZ (especially once zed populations rise and squads get bigger) we have even more need to come together than any other game I've played... to risk reaching out to the looter in the city below us rather than move on. This would compete with the ritualized Kill-on-Sight instinct and on some occasions replace it with a sense of serious loss at having failed negotiations with a stranger, resorting to violence, or pissing people off. It would discourage people from logging out near points of interest which would reduce loot whoring. It would allow server owners or guilds/teams/squads to encounter potential recruits more easily. It would foster a more positive gaming community and generate amazing player dynamic content. But what do you guys think? Campfire - "The Freeside Trading Company" by Joss, the DayZ War Photographer
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Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
dubghall replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I think the author has too quickly dismissed the valid criticism that this option would ruin permadeath. Basically, I dont care about "my/their knowledge" resetting with my/their death... I do think "others knowledge about my current character" should reset. There are better ways of handling theproblems this "solution" supposedly addresses: like a SIGNIFICANT death cd per server - die once you cannot relog for 15 min and once you do it cant be on the same server. (the penaties are debatable but i prefer this system to the indestructable Avatar notion presented there). A "player" does not need to be labled here, because this is not a game about "players" it is about "survivors" your character... This permanent nickface thing is just another crutch so that people can "know who they are dealing with". The best part about the game is NOT KNOWING... because you wouldnt know! The fact that two chars are "operated" by the same player 1) doesnt matter because the player's playstyle is dynamic and should be able to change without hinderance... aside from the penalties for dying, and 2) shouldnt matter to any player of dayz... this is not counterstrike... we shouldnt know who we are with.. beyond in game knowlege. Thats why i like the target id system they came up with or at least linked to. It will show you what someone is labled... it assumes your first interaction on close proximity is an exchange of identity (however fake). I like that that nick woudl be UNCHANGABLE for the life of that character (you cant have multiple nicks for multiple people, though real it just wouldnt work). I like the idea of masks going one step further... no name comes up. (that part is similar to nickface... but it would all reset on death... cus that guy died. I am in no way in favor of last lives affecting current ones.... I am dramatically in favor of making death such a penalty that people backflip to avoid it. I am dramatically in favor of making interactions so valuable that you will become known (with or without some gamey help from a KOS neutral sanity and rep system)... but the rules for me are always the same: No absolute rules, and no info for people beyond what they have access to by interaction and observation. -
Dayz Standalone will not survive without epoch style base building
dubghall replied to papermilk's topic in Suggestions
deleted... forum glitchin sry -
Dayz Standalone will not survive without epoch style base building
dubghall replied to papermilk's topic in Suggestions
How does this defeat the purpose? You want everything to transfer with you wherever you go, because your quick access to friends is more important than the stability of the game? My guess is that MANY servers wont transfer gear as soon as that's an option. My guess is also that perminant or semiperminent caches or structures will be server only. The purpose of the hive was to help you find friends - and it's probably the cause of many of our other woes. Settle in a server - build a community and so much BS we address daily goes away. -
Just let them not take up an item slot... i mean why is it either a 4th of a fucking map OR a Can of Beans? .. If maps had no inventory cost that would be awesome. Or if your map created an item you could use on all your respawns when completed.... Then you can make them even more rare...
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Good idea! Need more subcategories though and outline form... this thing is gonna get too long to be usable for anyone... My contribution for right now is to back the idea for "big bags" item specific (med trauma, duffel bag, etc) That replaces primary weapon slot, cant be shouldered... let it ruin on death (along with contents to a significant degree) so that you're not so much a loot pinata... and whamo! you got a way to show people you are useful rather than dangerous! Cheers, See more info here: http://forums.dayzgame.com/index.php?/topic/162953-duffle-bags-trauma-bags-tent-bags-etc-dont-shoot-im-useful/
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Here ya go - no hook though would be best if you are interested in retrieval. But guys dont forget this is not military sim... its survival sim and most people wouldnt know how to do something like this without training... Id say best is one use for the entire rope and attachment point (whatever is required gets spent).
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Light RP, Community Growth, Private Server Discussion
dubghall replied to Katabasis's topic in General Discussion
Excellent Idea! Kata is a committed community minded gamer and has collected alot of really great players around him over the years - not to mention fun. I am in. For sure. Im looking forward to names being changeable per new spawn... for right now, im SpaceMonkey, in the server though, Im a chick named "Mason"... Last seen in Zelenogost and accused of murder in Staroye, claims innocence, physical description 5'2", Black Motorcycle helmet, blue backpack, black non-military clothing. Wanna learn more you gotta track her down... rumored to be unstable and to distrust men, particularly in groups that are armed. No known companions. -
Mental Constitution - Social/Survival Mechanic for Immersion
dubghall replied to dubghall's topic in Suggestions
Updated suggestions from other threads with edits in OP: - Rest and Sleep defined with effect in this system. (also there are great interactions between this system and the logout timer/safe logout, and anti-serverhop solutions offered elsewhere) - Player interaction options on use button dropdowns "threaten" and "encourage" as means of temporarily effecting sanity/stress. -
Why is it so hard to implement a logout timer?
dubghall replied to apme123's topic in General Discussion
Why is 30 seconds enough again, by the way? Sry but if you gotta shit... find a spot in the woods to doit in... if you get a phone call dont be a pansy and logout... this stuff breaks the game. Id prefer a 2 min timer myself, movment breaks it, damage breaks it. Treat it like hearthstone in WoW. -
'From my cold...dead...hands...' (rule based choices)
dubghall replied to hoik's topic in DayZ Mod Suggestions
I really root for your calculator man... Great idea. But wheres this dynamic zombie idea you reffd? From switch or something? The link didnt work... Also... I still am working on how to get people to stck to a server even as theyre ruining it lol... Not easy. The link you posted for sabats solution to server hopping also is broken now... Care to summarize these ideas for us in a new post? In sa... Or slide me the deets and ill help. -
How to Properly Eliminate Server Hopping, Ghosting, and Combat Logging.
dubghall replied to EastwoodHD's topic in Suggestions
Still would like to know why people dont support dramatic logout timers... And death cooldowns as penalties. Only reason not to like these limitations is if you are a serverhopper. changing servers even if you dont do it often generates alot of trouble in this game from gear probabilities to server population maintanance to sever efficiency, to community... If we have good reasons not to casually logout, not to combat log, not to server hop we will care alot more about our srevers an who plays on them. It is not a survival game or combat sim... Or zombie game if its all about exploiting server hops and repawns so you can grief coaties with your friends all day... -
Also i am really in favor of a death cooldown... And for a no pansies game like this it should be at least five or ten min, across all servers to add tension and penalty to death.
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Hey... How many of your 2k posts are whining about search function? when there are no posts on a particular topic in a given forum... Your trolloing isnt just stupid... Its spam, pls stop. At the op, great idea! And well worth mentioning in suggestion forum so we can talk about the implementation of hopeful wildlife features. I think itd also be cool to have other threats in the woods, mosquito swarms that would fuck w you, or bird flocks that could get startled giving away your position... Etc
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Far too quiet... Particularly while sprinting ect... Agree totally
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Duffle Bags, Trauma Bags, Tent Bags etc - dont shoot im useful!
dubghall posted a topic in Suggestions
So I was wondering if you guys think a good inclusion in the game might be rare (or ultrarare) specialty bag spawns? These bags could take the position of your primary weapon(s) in your carry load... so you'd sacrifice some of your offense to carry sufficiently more med gear, camping gear, or food. I like the idea of finding one of these and then deciding to help a group by focusing on being their medic or their camp supplies guy, or the survivalist...rather than toting a machine gun always. Typical drop and search mechanic (like boxes and first aid kits)... Also thered be the cool side effect of having people not necessarily kill you since they dont want to give up their weapon(s) to carry the bag and you'd obviously be useful to tag along. Another potential way of offering other options to the lazy KOS, options that are strategic and sandbox rather than arbitrary.- 20 replies
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Duffle Bags, Trauma Bags, Tent Bags etc - dont shoot im useful!
dubghall replied to dubghall's topic in Suggestions
Ammo... Possibly, but guns i cant see... Plus... If its replacing a primary but supplying several others it ruins the cost benefit tradeoff... -
We do need a way to encourage ppl to stick to a server... Or ommunity will never be an option
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'From my cold...dead...hands...' (rule based choices)
dubghall replied to hoik's topic in DayZ Mod Suggestions
I love your freedom rule... but not so much this one. Its not just that the rule is "gamey" its that it feels arbitrary... For example much of the same would function based on tents, stashes, etc... since you could only get a player's stash location if they give it to you... or if you follow them at risk and find it. I also dislike any mechanism that will tell you what someone's behavior has been prior to meeting you... other than their actual behavior upon meeting you. IF the game had a mental aspect.. you could tell someone was unstable because of the way they acted... which would let you know theyd been through some shit... or that they were psychotic or both... I made a post in suggestions on just such a mechanic.. No limit on KoS or solo play, but a separate mental constitution mechanic, like hunger/thirst that would benefit certain types of behavior under specific circumstances. Mental Constitution: http://forums.dayzgame.com/index.php?/topic/162490-mental-constitution-socialsurvival-mechanic-for-immersion/page-2?hl=mental -
To be clear: yes I changed my signature in honor of your vid, having tried it out lol. Well, I suppose i was too brief... and to be clear - I love the idea that you could get better at the things you learn.... Big trouble with me is what we saw happen in other games like Darkfall Online... which was mentioned above with people doing random shit over and over just to skillup. Youd need a whole counter macro system on top... Unless for example you connect it to social or cooperative efforts and limit progression to one unit of progress per player interaction. So Player A and B could practice their med skills on one another but after their bandaging etc got better from the interaction once... it wouldnt go up anymore unless they found others to practice with... etc (same for any combat related skills). I definitely would like not to see point buyin system etc... since it really would make the game feel more like a game... and remove me from my char with slide bars and skilltrees etc. I hope the whole system if it ever were implemented would be invisible, so that I would never know how good i was at IVs compared to you except by in-game events. You know what might be cool though... someone else suggested a "converse" option when you meet someone in game... wouldnt it be interesting if converse had dropdowns and that conversing could benefit you both... I can see two groups of three meeting... and sitting by a fireplace picking some ways they could help each other (reveal loot on maps, increase skills, or decrease stress, whatever). Also book reading, guides as stated above... These things would give you something to focus on other than loot that would benefit you still... without being an obvious immersion breaking "mechanic"