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Everything posted by Monkfish (DayZ)
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How to deal with hackers now combat logging has been introduced?
Monkfish (DayZ) replied to rickyriot's topic in General Discussion
There's not much you can do about it really, other than trying your best to avoid them and logging out ASAP. I think the combat logger issue is a far bigger problem than that of hackers so I very much doubt the logout timer will be removed because of it. -
No. Usually when I'm geared up and healthy, I head to Solnichney and see if I can assist some Bambis, either by giving/leaving them stuff or by planning to protect them from spawn killers. I've not been successful in killing any as yet, usually because it's oddly quiet when I get there and nothing much happens before I move off somewhere else and catch someone's bullet. :rolleyes: I'd like to increase the pool of people I play with, I only really play regularly with one other guy (and his friends) and they have an entirely different playstyle that I dislike (run down roads/in the open, don't care about checking areas and are generally just a disorganised, noisy, rabble), so if you like intelligent/tactical movement and shooting the shit out of people who deserve it then feel free to contact me.
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Rocket standing down from Dayz by end of year
Monkfish (DayZ) replied to Hetstaine's topic in General Discussion
No. The beauty of the Internet is that it connects billions of people who can instantly make rational comments and arguments so that they may thresh out their ideas and come to a conclusion about an issue. It's also a soundboard for total fuckwits with nary an ounce of common sense or anything that could be measured as "intelligence level greater than damp moss". Anyway, obvious troll is obvious. :rolleyes: -
I imagine this to be quite effective if utilized correctly, although it does depend on the player you're shooting at. A little story, if you will; Last night on Hardcore, I was in Zelenogorsk having travelled there from somewhere near Gorka, through Navy/Stary Sobor, looting villages as I went. By this time, I had a brown hoodie, autumn hunter pants, cowboy hat, chest holster (unfortunately empty) and Blaze rifle, most of which was pristine. I was energized, hydrated and healthy. Having been in Zelenogorsk for about 30 minutes with nary a sign of anyone being in the area (all doors were closed and I was closing the ones I had looted behind me), I had started to get sloppy with my movements. Dashing across a street, the M4 shots to my right and directed at me immediately panicked me and I made a sprint for the alleyway directly in front of me. All bar one of the shots missed due to some nifty weaving on my part and pretty shit aim on the shooter's part and I made it through the alleyway still alive, although the sound of my heart beating in my chest would have told a different story! I went left, then right, then left again between buildings before stopping and turning with my back to a big brown tank, aiming down the sights of the Blaze that I was now pointing at the corner I had just rounded. After a minute of waiting, I bailed and retreated to the supermarket where my game crashed and was probably killed due to the log out time (logged back in on the beach when I got the game going again). That sucked. Anyway, the point is, instead of running around the corner and then turning and preparing to attack, or take a different route around to try and flank my assailant's possible position, I was panicked and just ran. The shock of having been attacked from nowhere caused a flight reaction that rode roughshod over any desire to fight, or tactics that would allow me to do so, at the time. The same would have been true had the shots been made to deliberately miss, although getting tagged certainly got me thinking "FUCK! FUCK! FUCK!". Beans for being inventive and not just killing people for the sake of it.
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I'm not so sure I'd like specific 'classes' of Zombie, although I do like the idea of some being faster or having better eyesight than others. I am unsure how they work at the moment, but if they had values (like sight, hearing, speed, stamina and aggression) that all varied slightly from zombie to zombie then you'd end up with quite a dynamic range of zombie abilities. Some might have relatively good eyesight but low speed, others might have excellent eyesight and very low speed, whilst others might have poor eyesight but be relatively fast (possibly faster than the player. but only slightly). This would be somewhat representative of the variance in capabilities of a large group of people whilst not tying those abilities to a specific class of zombie (which may have a unique appearance). I imagine it would give some quite tense moments sneaking past a bunch of zombies no knowing how good their hearing/eyesight is, or how fast they can move if they hear/spot you.
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No message from server since 1..2..3..4.. seconds whats the meaning?
Monkfish (DayZ) replied to MarchmelloMan's topic in New Player Discussion
You'll be logged out after 90s of no connection. It's unlikely that a server would fully restart and be up and running before that time runs out, but it's possible. I've certainly had the RED CHAIN OF DEATH (and disconnection) appear and disappear after 50s or so, although I do not know if that was caused by a restart or not. More likely than not though, you'll be logged out at 90s. You should be able to join another server with no login time penalty, although that's been a little buggy of late. -
A cheeky trick to SUPERZOOM your weapon sight/scope (video)
Monkfish (DayZ) replied to acapona's topic in New Player Discussion
This isn't so much an exploit as a rather clunky and somewhat shit way of getting around the fact that ironsight zoom is broken. If you check the 'zoom' level of both the scope and the surroundings prior to the FOV change, you'll find them both at the same level, even though the PU scope that he's using should have a fixed 3.5x magnification. Reducing the FOV gives you something akin to that magnification at the cost of peripheral vision around the scope. This can be fixed in one of two ways; 1) Implement what we see in the Arma 3 video (i.e. scope zooms correctly, periphery vision stays the same) - This would be preferable to 2) 2) Force the FOV to zero when 'looking down the sights' for scoped weapons. This would replicate what we see in the video without going through the menu to manually change the FOV. -
Arma 3 stances plox!
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Is frequency of loot dependant upon number of players in server?
Monkfish (DayZ) replied to Danp1121's topic in General Discussion
No, although Rocket has said that they're considering the loot spawning rates being proportional to the server population (once loot respawns). Anyway, loot is a strange thing. I've been on several 40/40 servers and found weapons/food in Berezino and other places you wouldn't expect there to be loot. Also, I've found that doors open doesn't necessarily mean a place has been cleared out. -
In buildings. Get off the coast and search some towns.
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Nice idea. One thing I feel is missing from DayZ that would bring more immersion is lots of random items littered about the place that are essentially useless but could still be interacted with. Fallout 3/NV had these items in abundance and I used to collect some of them to decorate my house (Nuka-Cola trucks, that sort of thing). I do hope the devs can get the dynamic objects optimised enough to have lots of random tat lying around, I'd certainly collect some for a safe house/base or something, or to decorate my camp. It'd be funny for someone finding it to discover it's chock full of snowglobes or cuddly toys. :D
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Need advice finding a gun, without taking to many risks
Monkfish (DayZ) replied to WildCatNL's topic in New Player Discussion
Just head inland, there are plenty of villages large enough to have the (typically) brick buildings that usually have weapons. You can often find entirely un-looted villages if you go far enough away from the coast, even on high-pop servers (assuming it's not been ages since the last restart). -
Players need to make a sound when combat logging
Monkfish (DayZ) replied to infiltrator's topic in Suggestions
I'd prefer the log out to done differently. Instead of their avatar sitting down, they could remove their backpack, curl up on the ground next to it and go to sleep. A yawn noise or some other indication of sleeping could sound, but only be audible within a limited range, like 5-10m. This would appear more authentic and could be tied into an idea I posted about tiredness but still alert people to combat logging. -
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Tips for better situational awareness?
Monkfish (DayZ) replied to Sunslayer's topic in General Discussion
I could post it. I've been thinking about posting a guide or something along those lines. I'm odd and I like writing about tactics 'n' stuff, almost as much as I enjoy watching it employed in vidoes. :D -
Each extra colour requires 4 different texture files created, so don't expect many of them or many items that can be painted. At least not yet anyway.
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As in every postapo world Zombies should get dmg only from headshots/headhits.
Monkfish (DayZ) replied to mpm470's topic in Suggestions
Day Zero, not Day Zombie, I believe. Yes, they're called "Zombies" or "Zeds", but only through their primal zombie-like behaviour (caused by infection) and not because they died and got back up again. -
Rocket: "why do we need slow vault?" [Suggestion]
Monkfish (DayZ) replied to Kushko's topic in Suggestions
I've got vault bound to 2xV so that I don't press it instead of C and end up slow vaulting when I don't want to. I don't want it removed though, it's handy on times. -
Tips for better situational awareness?
Monkfish (DayZ) replied to Sunslayer's topic in General Discussion
Ooh, this looks interesting. How reliable is it compared to TrackIR? I really want to get some headtracking on the go and if I can do it reliably with something like this rather than making a TrackIR setup then I will. -
The zombies in SA are placeholder (AI and probably models) which I assume to mean "copied from the mod until we get around to rebuilding them from scratch". Hundreds of zombies in a field would be interesting and/or shit scary. It would be quite funny to see someone run past a window closely followed by a horde of a hundred or so zombies. And I imagine that once the numbers are significantly bumped, we'll see a shitload in places like Cherno/Electro which will probably stop those locations being Bambi magnets (because you'd be a nutter to contemplate going there unarmed).
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Tips for better situational awareness?
Monkfish (DayZ) replied to Sunslayer's topic in General Discussion
To expand on these points; REMEMBER: Human eyes are tuned to detect movement and can easily pick out movement against a static background. Picking out static objects against a static background isn't so easy unless they're contrasting highly with their backgrounds. This applies in game as well as in the scary place that is The Outside. Being careful about your movement is key to not being spotted. Running blindly will get you shot. Maybe not immediately, and maybe you've been running about in the wild for hours without a care in the world, but one day you will get shot and it might have been avoided by being careful. Besides, it's fun to skulk through the woods and pretend you're Special Forces or something. :ph34r: MOVEMENTKeep yourself as concealed as possible. Stick to the trees when moving from town to town and avoid open ground where you can. Going the long way around to stay in the trees might add ~30 minutes to your journey, but that's a reasonable price to pay to greatly reduce your chances of being shot out in the open. This is especially true in high-traffic areas. Be mindful of bottlenecks where others who are thinking the same would be forced to move through a narrow area of cover.If you do have to move in the open, consider how you will do this. Staying crouched reduces your profile and makes you a little harder to see, but it also makes you easier to shoot (from the side) as you're moving slower. Standing up and sprinting makes you easier to spot, but harder to shoot (again, from the side). You have to weigh up your exposure and exposure time and make a judgement call.In towns and built up areas, move along walls and high fences rather than across open areas and courtyards. Stay crouched unless you really need to haul ass. Make use of leans to peer around corners without fully exposing yourself. Always check the area before moving, the last thing you want to do is dart out from the side of the house and find yourself face-to-face with one or more trigger-happy bandits.Avoid "Skylining", whereby you run along the top of a ridge or hill and silhouette yourself against the sky. This is a quick way to get yourself noticed and shot.Stay crouched if you're in a high-traffic area or suspect that there may be people nearby. Crouching is slow relative to sprinting, but your profile is quite a lot smaller, making you harder to spot and harder to shoot from a distance. Always crouch to move whilst near towns/built up areas.OBSERVATIONYour head should be on a fucking swivel at all times. Check over your shoulder, to your sides and your diagonals at regular intervals. TrackIR: If you don't have it, seriously consider either getting it or making your own. The immersion this brings is second to none (except maybe Occulus Rift, but that's neither out nor supported, so meh) and it also frees up your mouse to continue aiming/turning.Check your six! Players occasionally like to stalk their prey a little and try to move up on your position undetected, so stop occasionally and check to make sure you're not being followed or that the area you have just cleared has not suddenly become a little on the hot side. Being aware of what's behind you might save your life if you need to bid a hasty retreat!If you're scouting an area, make use of the look function (default: ALT) rather than just turning. Your entire body swivelling on the spot is quite obvious, even at distance, due to the movement whereas the subtle movement of your head is not so obvious. Sometimes, staying still can work in your advantage. Look in a direction, zoom in and observe for a few seconds. Any movement? If not, check the next angle. Be sure to pause rather than just sweeping your view from left to right, your eyes will be far more likely to pick up movement this way (it's a technique used by pilots during lookout).TACTICS AND COVERAs before, concealment is key. Try to blend in with your surroundings as best you can. That doesn't necessarily mean banging a shitload of TTsKO combat gear on, but just be mindful that a pink baseball cap, orange raincoat and yellow trousers aren't going to be effective camouflage against green bushes.Defilade and Enfilade. The first is cover from enemy fire, the second is open to enemy fire. Always try to move within defilade of your enemy's position or, if you don't know where they are, move in defilade of their potential positions. For example, if you want to check out a building that has a high wall around half of it, approach from the side with the wall. This gives you cover from anyone inside the building looking out should they be there. Granted, you can't see into the building yourself, but it's better to check when you're closer and more likely to see/hear someone rather than running in full enfilade of anyone inside looking out.Use trees and bushes to conceal your movements. If you stop to check your six, try to do so so that you have your back at/into a bush when you turn. This reduces the possibility of being spotted by someone in front of you (previous movement) whilst you check your six. Similarly, if you want to scout an open area in front of you, do so by moving into a bush and looking out rather than standing between bushes or something else equally obvious.If you need to move across open ground, are there any bushes, treelines or walls you can make use of? Move along them, or from bush to bush if you can. Whether you stop at each one for a lookout is a judgement call you make, with each option having merits and pitfalls. If you're on your own, it's probably best to just move as quickly as possible and get back to more substantial cover. If you're with someone else, then leapfrog each other from cover to cover so that one can provide cover whilst the other moves.If you've encountered a village that hasn't been looted, consider closing the doors behind you. Whilst it puts you at a little risk doing so, the advantage is that anyone else encountering the village may assume it is empty and safe, therefore dropping their guard and getting sloppy. You might be able to either slip away undetected or gain the upper hand in the situation depending on your preference.If you have a firearm, keep it in your hands but lowered when near built up areas/towns. This means that you can react quickly if you need to start shooting but is a reasonably non-aggressive posture to take. If you meet someone with their weapon up and readied, chances are they're going to shoot you so it's always best to drop them. If you meet someone with their weapon down, they might not be immediately hostile and are just ready, just in case, like you.GENERALCheck out through building windows before leaving to see if the area is clear. When you leave, open the door but don't immediately go outside. Pie (technique called "Slice the Pie") the doorway to see as much as you can with as little exposure before leaving. When you leave, it is best to move away from the direction the door opens and along the wall, although this largely depends on where you're going next.Keep your ears pricked. Sound, whilst a bit broken at the moment, is nevertheless still important and telltale signs of activity can give clues as to what someone else is doing, where they are or what you should do. For example, if you know someone is in a building and you hear them eating, that would be the ideal time to burst in and hold them up (should you be so inclined to do so). You're at your biggest advantage when you catch someone with their pants down (figuratively). Be aware though, this might panic the person so be ready to drop them if they act aggressively.You will die at some point, either because someone got the drop on you or you got unlucky. When it happens, review the situation and ask yourself how you could have perhaps acted differently and maybe changed the outcome. Can you learn anything from the experience? I may update this if I think of anything more to add. Enjoy! NOTE: If you wish to comment on this post, please don't copy the whole thing, it's quite long and doesn't need to be posted more than once. Thanks. EDIT: Typo/formatting errors -
If you were zeroed to 100m and they were at 50m, then you were likely shooting over them. Check your zeroing, people.
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Oh god, not this shit again. There's a fucking huge topic already on the forum discussing 3PP expoiting and suggests fixes for it. The suggestion you've made has already been mentioned, it was just called "4th Wall" instead.
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Fucking winner. I suspect it won't help a jot, but then you can't help dumb/ignorant people. :rolleyes:
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Loot spawns are a bit broken and loot isn't appearing in at least half of the building types. Also, find a medium sized yellow building (I'll post a pic when I'm done squeezing a kidney), there is a shitload of food in the kitchen. EDIT: Yellow house that spawns food: The kitchen: Zombie glitching is a known thing and will be fixed in due course.