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Your DayZ Team
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Everything posted by pilgrim*
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Problem if you left your tent and your car on some other server ?
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no offense Jimmy I just took your post at random from the 3 or 4 no-hopers .. it was good of you all to find the time to get in contact yes - I AM a typical no life douchebag Ten Points xx
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YES everything has changed, it is all very different.. how come you don't play, did you uninstall ? You don't know what you're missing I guess ! Did you hear about the Zombies ? Did you read the discussions ? Do you trust other players more than you trust yourself ? Do you have a computer ? Did you buy the game ? What do you do for entertainment at the weekend ? Do you know how to log in to a server ? Is there something wrong with your installation maybe.. Do you know about Steam ?? is this a troll ? why don't you go look ? if you don't want to look, why don't you READ the Forums ? I like your attitude : "I cant be fucked to play this game, why don't one of you suckers tell me if it's worth looking moving my ass"
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Pilgrim, dude where you're going I just came from there xx
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Right on Shrub ! Tell it like it is, man !
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dude became a bambi and saw a goat
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That's a very good argument. It sounds like sense to me. Still - the player hops to get his gun and his stuff, then what does he do.. he plays I guess ? He doesn't throw it away. Problem about limiting movement between servers is that it is already difficult to find servers to play: you will be kicked, dropped by unexpected restarts, or the servers are whitelisted or effectively locked, or they just won't let you in. In my whole server list I have about 20 in total that I can usually move about on, without getting kicked (except sometimes) where the admin does not restart over and again to loot farm (except sometimes). And I'm a nice cool adult boring quiet player who makes no trouble at all, and I don't much wander around airfields even. I just go to play and look around. (as you suggest, in fact for "probability of encounters", not loot or berezino deathmatch) There are very many players who need a place to play. They are not in a clan, they do not pay a gaming club membership, they do not run their own server with 3 or 4 friends.. they are individuals who want to play, is all.; I think they have difficulty, so they wander about or they crowd together on a few 40/40 servers that are always open to all. There are NOT hundreds of these inside any given ping-range. Probably 2 out of 3 servers are pretty much closed to players, and it's great to talk about private and mine/ours/not yours but it's not a good situation, unless you're happy for everyone else to go hang themselves because you're OK .. but that shall be the death of the game. Still, what you say is true. But you can't punish many-many-many players because they don't stay on the same server. edit: this morning 3 of my 'playable' shortlist now say: : [Ragnarok] we pay-->we play join-->kick : [ZNZ] JOIN=Kick JOIN=Kick JOIN=Kick JOIN=Kick : do not enter so what do we expect the dozens of hundreds of standard players to do ? Pay to play ? xx
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Let's do it like this then we won't have to pretend there's any wilderness in the game
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Why does anyone want to stop server-hopping ?? The players who move from one server to another are... players.. - do you think hoppers go from server to server and collect hundreds of gunns and leet loot ? They get a gun and they go play with it. Because you "generally" hang around on the same server "usually" what makes this YOUR loot ? The server resets, you log in and run to gear up, but someone got there first. That makes you "good" and them "bad". * Rocket has spoken about a possibility of 'rare' loot that might only spawn on a few servers, not common enough to spawn on all.. .. if that happens you will not move, just sit on your tiny bit of the public hive and wait for YOUR loot to appear ? duping is the problem, not 'server hoppers'.. Be honest, you hop every day dude. Me I wander around from one server to another to see whats happening and to see what the admins and players are like I still got my M4, (and still got my server, hmm?) I have not been near anyone's barracks or airfield for more than a month must say, in the rest of the map I don't generally see a lot of players.. heh
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hmm.. what did she say about that ? [joke.. hell man they are building towns all over the place it's like LosAngeles we can all play StreetFighter, and so much duping the kidz are complaining there are too many M4s, they don't even know they dont spawn any more..]
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Is that where money goes? I often wondered.
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Don't worry. Nothing like that is going to happen now or for a long time. You ought to read up about it on the forums here.
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Lever-action-rifle confirmed: Rossi 92(Puma) in .357 magnum
pilgrim* replied to irishroy's topic in General Discussion
.. and a confederate guitarist is still better than any yankee -
Lever-action-rifle confirmed: Rossi 92(Puma) in .357 magnum
pilgrim* replied to irishroy's topic in General Discussion
oh wow !! star wars -
This game is and always will be way too military focused by players
pilgrim* replied to billyangstadt's topic in General Discussion
folk do tend to agree Main thing to do is stop duping - then we can see what's happening and estimate what firearms are really around. Seems to me? [put a serial number on every damn spawn gun, then waste the tunes carrying doubles] -
This game is and always will be way too military focused by players
pilgrim* replied to billyangstadt's topic in General Discussion
And why are all these guys lined up in ranks with AKs, dude ? -
DayZ is literally unplayable at the moment
pilgrim* replied to private-pile's topic in General Discussion
Not really - to test this you need several hundred servers run by various suppliers, updated correctly by their people, and a few dozen thousand players testing all of those different servers at the same time against the live hive - this is how we have fun, right ? Do you want to live for ever ? -
This game is and always will be way too military focused by players
pilgrim* replied to billyangstadt's topic in General Discussion
What you suggest is already being put into action to some extent. M4s only spawn at heli crash sites at present, as far as I know. So among honest players M4s are already "Holy Shit" rare and valued (but not a great gun IMO) - look on this forum today you will see players boasting about their M4 they have kept for weeks, or their M4 that they just lost after weeks. Nearly all of the M4s you see in the game now are duped. Duping is a BIG problem, together with other forms of hacking. This is a major drive for the developers, as people are starting to say that it is ruining the game.. although cheats and duping are mainly seen on the most popular servers.. if you go for "survival" on a server that has a range of from 6 to 15 players, I don't think you will be bothered by cheaters a lot, because it's not interesting to them. You will see hoppers in ALL high-value loot sites, but I (myself) don't mind them.. the loot is being distributed around the players I guess.. they don't collect 10 guns each.. also, you can always fight them and take their gear, if you want that kind of gear. No one is hopping to hunt or fish as far as I know. -
Please wait... (while someone puts a machete in your face)
pilgrim* replied to sachad's topic in General Discussion
You logged in ... in the ACT ?? And someone killed you and stole your gear ?? I can't see how that could happen. -
You have about 80% guarantee that your tent WILL be found as soon as anyone bothers to look for it. The forest has changed a lot since the mod, most tree zones you can see through from one side to the other. There are a lot less forested areas. Put your tent in an isolated barn, maybe? Unless the tents are well camoed in the future, no sane person will go to the effort of storing good loot in them, but maybe players aren't sane. (while other players ask on the forums because they can't find 1 tent anywhere, the OP shows 3 tents in a bunch, with spare tents inside the tents. lol)
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The sway movement effect in DayZ is exactly the opposite of real human aiming. In the game ATM the crosshair moves slowest along it's path when it is furthest away from center, and fastest as it passes the center point. In human aiming the point of aim moves fastest when it is furthest off target (moves fastest back towards center) and moves slowest when it is closest to the center. So the crosshair ATM acts like an orbiting body, this motion is familiar to our eyes.. But it's wrong. OK This is about the math of the sway function - it is not complicated math. I explain some stuff about aiming first, if you want to see the math then skip to the conclusion after the diagram. There are two steps to aiming a weapon - these are quite different .. Step ONE : Human beings have an instinctive targeting ability - this is because we have binocular vision (specifically targeting eyesight) and are hunters, by instinct and by our inherited physical and mental structure. The act of targeting is unconscious and instinctive, it is built-in to human beings. We do it all the time, cannot help it, and usually do not even notice it, so much it is in our nature. If you lift an arm and point a finger at a distant object, then observe what happens. Without any concentration on your part, your finger remains pointing AT the target, and continuously recenters ON the targe, your balance, muscles and unconsious mental functions return the finger to the target all the time, by an incessant feedback process. You continually return to center on the target. This is not difficult to do (you can't help doing it when you point at something) and requires no 'effort' from your conscious mind. Even if you move about, turn left or right, jig around, the finger remains pointing at your target without any stress on your part, it is instinctive. You don't need training for this. OK that's the first element of 'aiming'. It's a natural process, any standard human with normal eyesight and normal nervous system does this.. must do this, it does not require conscious thought even though it is a sophisticated action. Unconscious areas of our mind deal with it. Step TWO : So yo've got the finger or the crosshair, on the target. Target is "in your sights". Now you concentrate on that, - using my example with your finger - NOW you squint down your arm at your finger and use your conscious mind (for the first time). You see that finger constantly compensating and continuously returning to the center of the target. You watch very carefully and you choose the exact moment the finger moves exactly on to the center target and you fire. OK, so that is what you do consciously when you fire..you select consciously the moment when your non-stop body-mind targeting instinct returns closest to dead center. step one is instinct: the natural inbuilt human function step two is decision: concentration, conscious observation, and selection of the moment. Many different factors influence how good you are at this (training, drugs, zen, whatever) but my point is that everybody with a standard nervous system can do it. Main Point is that the first, automatic human targeting ability works so that the further your finger or sight is from center, the FASTER it returns towards center. This is a direct feedback loop, with feedback proportional to the distance from center. Many variables move your finger away, but the force moving it back is stronger the further off target you are, so it moves fastest towards the center when it is at the greatest distance, and moves towards the center slowest when it is already near the center. °°° So I was thinking about a sway function that could imitate this experience in the game. I understand the need for sway (both rested and unrested etc) But the human instinctive unconscious return-to-center ability is completely unlike the conscious wrist movement of a computer mouse to counteract a generated crosshair displacement. [sorry about this hand-sketch, I can't plot this on PC as I don't know the exact function BI used - but I guess I know the general function, and it's the wrong one] In-Game Crosshair Displacement - the crosshair moves FASTEST along this line when it is closest to center, and slowest when furthest away. This is WRONG. [edit: as a simple explanation of the math - they are using a very common math formula that is used - for instance - to show orbits of objects around a planet, or show a homing missile turning to follow a target (its called a "Kepler orbit equation"), it's used for that kind of stuff - and in this case BI are also moving the zero point of the equation, called the "origin" - all the time (they tweaked the basic equation), so the "orbit" keeps changing..This formula is real easy to find anywhere in programming. It's the first function you'd find under your hand ready to plug in, specially if you didn't give much thought to it) a ) Because of the random horizontal and vertical displacement applied to the origin of the function, the limits of the function form a rectangular box with rounded corners, instead of a circle b ) Also because of the variable horizontal/vertical displacement of the origin, the function does not predictably pass through zero (target center) and there is no reason it should ever pass through target zero inside any given time. [ !! think about that = " ATM there is no reason the crosshair should ever pass through target zero " If you have ever shot in real life you must know how totally WRONG that is : seriously sick snafu !! ] c ) At present in the game - The movement is at constant areal velocity (allso called "sector velocity"). Therefore the crosshair moves slowest when it is furthest from the center and fastest as it passes close to the center. Take my point ( c ) and leave the other stuff as it is: The delta-v (along the path) component, is exactly the opposite of real human aiming. In the game ATM the crosshair moves slowest along it's path when it is furthest away from center, and fastest as it passes the center point. In human aiming the point of aim moves fastest when it is furthest off target (moves fastest back towards center) and moves slowest when it is closest to the center. OK - the crosshair speed is a result of the equation used - its a tweaked "ellipse" equation [looks/acts like a Kepler orbit] but the variable " t " is faked, it is not really inside the equation. So the crosshair acts like an orbiting body, this motion is familiar to our eyes.. But it's wrong. The time t in the function has no effect on motion (right?) that is, the time interval has nothing to do with the 'orbit' parameters, it is simply a pause between plot points: plot point z pause t plot point (z+1) pause t .. etc .. So we can mess with t as we like and it will not alter the form of the plot, t is not inside the trajectory function and does not influence it. I PROPOSE make the 'plot interval' t inversely proportional to the distance from center ( r ) result is that the crosshair moves faster at the limits and slower as it passes closest to the target center in fact, use ( r+[arbitrary constant] ) to avoid divide by zero at target center t = 1 / ( funct. r ) + n Try different functions of r, to produce a smooth visual plot effect with observable acceleration near the limits and deceleration near the center Because you are already using an x,y function to create the tweaked ellipse, then to find r is mega-trivial. One programmer could mess with this for just a few hours (total) to see the effects on how the crosshair moves in the game. OK that's it. Radical realism-upgrade of the sway function with minimal programming effort. Also this should be interesting to BI in all their games and simulations, because they are quite proud of their standards of realism on weapons, but here they have let themselves down just by carelessness. They have done something obvious, easy to implement - instead of thinking how it should be. Trying this out could put them a full move ahead of everyone else in realism, for really just a very small expense of thought and testing. Just to put the cat back where it belongs with the pigeons - my argument about the human aiming instinct means that - in any standard static target shooting competition range, with any standard competition target, a normal human being when familiar with the equipment (that's all it takes) must be able to regularly hit the target inside the outer ring, unless they are truly 'gun shy' or are led by their own education to confuse the innate aiming ability, and think that they cannot or should not 'use a gun'. Anyone (everyone) can do this. It's no big deal.
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Describe Your Playstyle In 5 Words Or Less
pilgrim* replied to Karmaterror's topic in General Discussion
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Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
pilgrim* replied to Katana67's topic in General Discussion
I research and try to discover and understand, but Gews is the expert. reading his posts (and others) starts my interest.. I see what I can find out. Thanks eg: I found a set of plastic miniatures of Cossacks - not great quality, and one of the 6 riders has an obrezin.. so it's evidence that obrezins are in the popular imagination like indians with tomahawks - it's part of the Cossack mythology from the time many were with the White Russians fighting the Communists .. [which leads down in part to the problems in the Ukraine today] .. but I think for the Cossacks an obrezin would make a great horse gun, like a horse pistol, except easier to reload it.. short range, big punch, and makes a hell of a bang, which I imagine cossacks would like. If you check the web you may find memories and accounts by people from the Ukraine whose grandparents still have these things in the house from the good/bad old days. They were a tough people and still are. -
arwgnuh ? is somebody being paid to write these ?
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so one group of players found 4 tents in 0.48 stable today ... hmm, good work, they are so common ?