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Everything posted by pilgrim*
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If there is any image on your screen at all, however faint and dark - if you turn up the gamma you can see it better. This is always true for every game that ever existed. The only way you can avoid the gamma exploit is to have the screen actually black, with no image on it - just nothing there - then turning up the gamma will not make any difference. You can't blame BI for that. It's like saying the sound effects in the game are "too loud". The player sets the volume, not BI. There is no way BI can stop you from setting the sound volume how you want it. Same with the gamma. The problem with exploiters is - the more people who DONT do it, the greater advantage for the people who do exploit. So there will always be gamma exploiters. Also, you cannot really make it "more difficult" to exploit gamma when everyone has a graphics card "settings" icon on their desktop with a gamma control right there in easy reach. The only way to truely defeat gamma exploit is to have the parts of the screen that are intended to be "really dark" actually black with no image in them - for instance to not render everything more than 10m away. I guess everyone can work out why this would be a very very very poor solution. In my experience, a lot of people who "play fairly" and complain about gamma exploiters, also adjust the gamma - a little: to their taste - when they play night. I do. Orlok's solution is the way to go, but people always adjust gamma to their taste, this is what your PC's gamma control is FOR. At present I find the night great for wandering around alone, but I would not go in there seeking combat with my gamma level set how I like it - that is definitely too risky and "unfair" to me. Odin Lowe's pics at the beginning of this thread show the one great unmissable advantage of playing the night experience at present - survival and exploration, not combat. Aint that GREAT.
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I thought that if you had an empty can, you could keep quite a lot of worms in it, as is common in reallife fishing just an idea very cheap carbon or glass-fibre chinese rods are pretty common these days worldwide. kind of thing many local residents might have behind the backdoor or in the outhouse - split down into three sections, weigh hardly anything, no problem to carry
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?? "pissing about with cows" ?? .. ?? .. .. cows are the only friend I got, dont you start saying bad stuff about cows .. .. also I never f***** a tent in my life, who told you that ? That's real ornery talk, if you hadn't have fallen off of a ladder, dude, I would have throwed you off
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Sure is one HELL of a mean game that DayZ... Yo' got to need to be one REAL man with FULL BORE cojones to take a hit like that and still get back up on ya feets. ( damn.. an' yo' polis-hayt too.. )
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Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
http://forums.dayzgame.com/index.php?/topic/198233-dev-users-dont-care-about-the-right-caliber/#entry1994231 already been some discussion on this topic -
I guess you mean you never heard of the 'original transmissions' these are The Original Green Mountain Transmissions : seriously, they are well documented - well known. I just checked again because I thought they would be here already in this thread. I can't say if the <CQCQCQDEC1.GOTO083120.UTS5.12:00PMCST> message has started again. I haven't been up there in a while for obvious reasons, and wouldn't mention if I did. I was just 'saying' it had started again, earlier (because of a map reference to an entrance) But yeah there IS the message check out: http://forums.dayzgame.com/index.php?/topic/197675-secrets-of-dayz-in-the-last-4-months/#entry1988718 they talk about the message(s) and some theories [i'm not convinced by the theory] Green mountain comes out of the game, it started IN the game this is not something made up by players because Green Mountain was soooooo.. sooooo.. too boring (omg) and for sure if some dev or some glitch or some mad hacker or some 'intelligence' had started something in there they wouldnt tell anyone, right ? See the evidence - go there yourself and maybe spend some time in the dark. I know that UTS indicated a standard map reference I know that CQ CQ CQ is standard operator code for "general call", "call to anyone listening" xx
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OK - I used exactly your numbers and I supposed that a server would restart every 4 hours No Prob - I know you give it as an example. Guess I'm not cutting much ice here, right people? so.. what the H.. maybe folk will think about it a little ('s enough input from me - I can work it out..)
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I think there is another entrance Die HAUPT U-STRUKTUR (I dont know what that means) on the first map where it it says " В подземных сооружениях Центральной лаборатории "
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re green mountain (posted earlier) the pilgrim dude said he'd post this for me cause I have to keep moving.. they are unfreezing those other guys from - the "Nordhausen" thing.. the old Zepplin Mast and the ..// - [?] Freundlich Fleisch-Esser ..// cant give you more than this
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Server resets every 4 hours = 6 times per day 10 items are spawned in two years = 10 items in 4380 spawns = 1 spawn (statistically) on whole server in 438 server restarts say there are 20 players on the server (average) and 1 player finds this object when it has spawned So a player on average only has to search through 8760 restarts before HE personally finds the object that's 35040 hours of gametime So we can say - statistically - if a player plays 35040 hours he should find one of these.. (this is kind of rule of thumb but it gives a working figure) Now if you look at my discussion I claim that items will either be "obtainable" or "unobtainable" in any real sense of gameplay as experienced by a single player. That could be you, for instance. I'm saying that "rare" is not a meaningful concept to explain/define gaming experience. Which would you say this is ? 35000 hours to get your hands on the object ? = 'common' or 'non-existant' ? hmm ?
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the first 2 rules are don't trust anybody 3 ) stay frosty (that's difficult) 4 ) don't get sidetracked from your objectives 5 ) if you're talking to a stranger, and he pauses in the conversation its because he's talking to his mate on his channel - just shoot him now [ AND heh! - I take it so for granted I forgot to mention - don't let all the dumb players you come across fool you, there might be a smart player around ]
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Ammo Calibration : Poll & Discussion
pilgrim* replied to stielhandgranate's topic in General Discussion
So the 22 page thread that was locked today (this morning) is opening again here today (this afternoon) ? .. and .. I thought that first thread started because there WAS an official statement ? ""..//..[the Devs] really wanting to have the lowest possible number of calibers spawning in the game ..//.. There was a time when we weren't even going to delineate between SKS and Mosin ammo but after some "enthusiastic" discussions, 7.62x39 was added ..//. "" is it going to start again ? wow (I'll bring sandwiches) -
Hit detection is still absolutely abysmal.
pilgrim* replied to FrostDMG's topic in General Discussion
yes, the 3/2 spin works also if you a lvl 17 gunmage the pentagram works otherwise just stand closer (but not too close) -
I have SKS with telescopic sight I have M4 with ACOG I have no sway on either of these. Zero sway, ROCK STEADY. I have tried to induce sway in all the ways I can think of except breaking an arm or starving. I changed server, I dumped the SKS (it was pre-patch) and found a new one, I stood in the rain till soaked. If I run a lot and then sight I have tiny jerks of the sights, one or two max per second, for only a few moments, then solid steady again. I get the sound effect for the "hold breath" but as I have no sway anyway, there is no effect. Do people who have "the sway bug" get it all the time, or only occasionally ? Do many other players have NO SWAY at all ? Only AKM and/or LRS are affected ? edit: in fact I have very slight sway - the vertical crosshair is redrawn from time to time, which equates to a horizontal sway of one pixel left-right. The "hold breath" stops even this for maybe 3 seconds.
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No no nein no .. you mean that old Zepplin Tether up on the "Nordhausen" grüne Berg ? do not fall for the cover story I've spoken to Wernher the "lizard men" were only helping the Nazis they were "sometimes relatively friendly quite often" he said "when we let them feed"
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..." I just noticed ".... I guess your infinite ammo sneaked into your inventory without you "noticing" ? That infinite ammo sure is hard to notice when it's plugged into your gun dude, I think with your infinite ammo you just shot yourself in the foot
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doesn't it ? oh.. you got me there for sure.. I thought it DID. (of course the Devs strictly control supply, if you missed the point on the first line, you wont pick up on the argument itself.. but .. whatever..) You asked me to explain playability in so far as it relates to item spawn. You just read the explanation. I guess its not an intuitive easy-to-grasp overview. OK - that's my contrib. I asked you a question, you replied fairly so I gave you Beanz You asked me a question I replied - dont I get any Beanz ? xx
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You carry a gun around for "weeks" without finding any ammo for it "but that does not make it useless" You must ask the player base about that. I have assumed that they would decide a gun was useless in far less than "weeks" if they could not find any ammo for it. Same thing if they find ammo and can't find a gun to put it in. the player decides if an item is "useful" or "useless" - as there are more than a million players, of course there will be a consensus I am not against guns or gun types or gun variants I was asked a question about "rare" and replied to this, and explained my reply. If you want to talk about guns, go ahead, you certainly know more about weapons than I do. If you want to use the term "rare" than try to understand what you are saying when you use that word. Or maybe... let's just let the Devs get on with it, I'm sure they understand what they are doing and why.
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OK - Keynsian economics (classical economics) - the real world situation we know and love = value A player is looking for an object How much time will the player invest in looking for that object ? He will invest time equal to his judgement of the value of that object. If he finds it inside the time-investment limit, so effectively gaining on his value-attribution, he will say I CAN find it = It is Not Rare If he does not find it inside his time investment attribution he will say I CAN NOT find it = It is Rare But the problem is simple - if he cannot find it, as far as that player is concerned, he evaluates the object as 'worse than Rare': it is in practical terms Non Existant. There is Not One. - if he can find it inside his value limit, it is Common. There are Plenty Of Them Ok - so in terms of PLAYABILITY - which is most important to the Devs, objects are in the players view either Common or Unobtainable. As you weight the spawn tables for a given object you reach a point where it TIPS from EASY to find, to IMPOSSIBLE to find. There is no intermediate equilibrium. Demonstration: NO player is interested to know that one player on some other server found the Object. This player did not find the Object here and apparently (everyone kinda agrees) there are none on this server. (Player; in the vernacular: So wtf there Aren't Any. So why are you leaving useless ammo lying around for this thing that Does Not Exist ?) If this is the common player experience - and ALL players must function subjectively on the 'time/investment/value' model, (however smart, casual, uber, expert, knowlegeable, dumb, informed, etc they are: [e.g. - this is why capitalism works, ok]).. then the Obtainable/Not Obtainable evaluation is common to ALL players, and among 2 million players you will have a statistical consensus, an evaluation that the game is : Playable or Not Playable And THIS is what the Devs must absolutely take into account - Playability - NOT if one particular version of one type of assault weapon is in the game or not. And you can NOT say "the majority of players are WRONG and I alone am right". That is not a logical declaration. The spawn runs on simple statistical rules and the player reaction runs on simple (gut-reaction if you like) response and evaluation. Its either There or its Not There, the game is Playable or Not Playable. This is a necessary statistical adjunct to my argument, isn't it? "rare" and different levels of rarity are not in it. In practice nothing has ever been, or can be "rare" in DayZ. Hope this clarifies "playability" . I like guns, no problem, but a great emphasis on (what has been called in this thread) "weapon granularity" based on an argument for item "rarity" is a nonsense. +++ If anyone can give me a definition of "rare" or any mathematical or 'human value system' treatment of what "rare" means in this game, I'd like to hear it. People keep using the word. Can it be that no one really KNOWS what they are talking about, its just a nice-sounding buzzword and fundamentally vacuous? xx pilgrim
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I agree that weapons-people are well treated in the development so far. I'd say 'pampered'. There are regular weapons additions. No cause for complaint there, I think. °°° You have missed my point. You misquote me : "developers should tailor their loot distribution to make it easier for "ordinary" players to understand" NO My point is : developers must tailor their loot distribution to ensure the game is playable and when I said "sane ordinary players with their multiple and varied interests", I mean simply "the players are the people who play DayZ" you cannot dump a great number of different ammo types on players who individually find each type useless, there are 2 million players and most of them do not want a 'DayZ Special Weapons-Collector Edition'. They want to find stuff they can employ to survive. They do not want gear that is useless to them - and will only ever be useful if they set out on the uber quest to find the ultra rare gun X and the ultra rare mag Y and some other stuff to bolt on to that usually unavailable equipment. AND note: there is a profound misconception of "rare", which I have explained, but no one has TWIGGED yet. The maths is NOT difficult. This "ensuring the game is playable" is NOT making the game "dumb". I have attempted to explain why there can be no such thing as RARE in this game. It's a false concept and inoperable, for the gun lobby and for everyone who plays. It can NOT work.
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You can look up the percentages, count the loot points, see exacty what items are in each table for each spawn location. If you increase the number of loot items in a single table, spawning at one loot point, then obviously each item will appear less frequently at that spawn location. This is not rocket science. Anyone who bets on races can work out the odds for you, and factor in the number of players and frequency of spawns, and number of loot points, types of loot points, length of item list associated with that spawn-type location, and work out the odds of any combination being available to any one player. AND work out what quantity of individually useless stuff the player will have to wade through to find stuff that combines in ways useful to him. This is why the devs do not want many different ammo types (for instance). It is not to spite the realist gun-lobby, it is to ensure the game remains playable for the great majority of sane "ordinary" players, with their multiple and varied interests, who do not want to search through many useless ammo types (useless to them) to find some one thing they can use. The effect of an over-emphasis (game inequilibrium) towards multiple guns + multiple ammo types + multiple accesories, is FOR the INDIVIDUAL PLAYER, to fill the game with immediately and long-term useless objects. We can EASILY understand that equilibrium of the loot tables and spawn percentages is VITAL for the game experience. You cannot say "we want a lot of gun models and many ammo types and this will affect no one except the people who care". The game mechanics do not work like that, they do not permit it. To say blandly "that's not how the loot type system works" only proves my main point. Lobbyists, and players in general, use the term "rare" without understanding what they are saying.
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OK - simplification doesnt work for you hu ?.. ok cool Work it out for yourself. How MANY items can one server spawn at one time ? Get your paper and pencil and start from there. Seriously - it would take a LONG post to explain the problems of spawn balancing, specially including items that must be combined to be useful. Either you have a grip on the subject, or you research it I guess. The DEVS know that the game has to be playable above all.. and that if there are many useless objects littered around, this reduces playability.. and that many of the same object littered around also reduces playability... There is a max no of objects per server, there is a list of objects per individual spawn location.. if one object on that list spawns in one location, any other object on the list cannot. So the length of the list must establish the percentage possibility of a given object spawn, unless you add a secondary weighting to the list, because if one list-object spawns ayt one location any other list object cannot. And you have different lists for different locations - as you point out - so the percentage spawn for similar objects at a given spawn location must be reduced for a longer list HOWEVER you weight it. If the object is a combine-to-use object (gun+ammo+attachments) you will either spawn unusable objects from a long list, with in practice NO likelihood of being combinable (lets say less than 1% possibility for each combinable is in-play-equivalent to NO possibility, given spawn cycle of 1 hour, means player will play say100 hours to hit one combination, on average AND if he is looking for it. This is an off the cuff example and does not equate to REAL spawn-player linkups, its a simplification and is not mathematically valid, but outlines the idea) And these spawns reduce the possibility of "more useful" spawns, of course at the same location and from the same spawn list. AND weighting by altering the number of loot sub-locations for "more" of one object from one list must across the board result in "less" of another object from another list (server saturation). This without taking into account the interactions of objects on a single list. Lets leave aside hoarding and object importing from other servers, etc... Yo get the idea ? The DEVS have to live and work with this and they understand "spawn" and "playability" very well.
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"You don't want to search through 100 gun spawns to find one can of beans " I know how the loot tables work, dude. I was trying to keep it simple, just to underline a SIMPLE point If you sat down with a piece of paper and a pencil for 10 mins you yourself could work out some statistics on item spawns. Wake up dude.. It's the people with the "rarity" arguments don't care, or haven't thought, how loot tables work. Katana67 explains his "granularity" proposal (for individual weapon + attachments), but he hasn't done the distribution math. Once you have enough different guns (or any object) they become impossibly rare - non existant - in practical terms OR the game is flooded with them. Especially when various objects have to be combined for them to work (e.g. gun and ammo). In this thread "rare" is a word used to paste over a lack of understanding of "playability" You really think you know how the loot tables work ? Explain please..
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But you don't want to search through 100 gun spawns to find 1 can of beans
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OK so (for example) 1 sniper rifle spawns in the hive.. a player gets it. Now he carries that rifle around with him until he dies and when he is killed someone else gets it... and then maybe someone else after that.. So you say there should be only 1 rifle, until that one rifle is finally destroyed.. maybe in a few months ? Or does 1 rifle spawn every week (say) .. so that after a month there are 4 of them, and the number of sniper rifles goes on building up ? Because to have one rifle on 300 servers (or even just a few of that rifle).. you know no one would accept that.. and all those servers would have to have the right ammo for it, in case the rifle spawned on that server. What would happen if there was one LRS on ten servers? When all the players found out the LRS was somewhere else and not on their server, do you think anyone would be happy about that? The shit would hit the fan. You will notice on DayZ - the Mod and SA - that whatever is "rare" all the uber players have one, if it is at all interesting. They get one so they can be uber (we all do this), and it may take a day or a week, but all those players have that item. They are experienced players and they do what it takes to get it. Then all the ubers have the same item. Everyone knows this. Each time 1 item spawns, someone GETS it, and then it's in the game. Some things may take an hour to get and some things may take 10 hours.. but neither are "rare". So "rare" just means it takes longer for everyone to have one. It would be better not to use this idea of "rare" at all - rare doesn't exist in DayZ, never has, never will.