Imbalanxd
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Everything posted by Imbalanxd
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Walking with weapon out makes you tired within 100m.
Imbalanxd replied to phisher34's topic in General Discussion
This with or without spacebar "aimed" mode? -
I don't see how having loose bullets instead of plain magazines does anything but complicate things. Realism, however, can go a long way in creating a greater sense of immersion. My biggest gripe with the current system came about when I found my first lockbox. I looked at it, read what it did, and found myself in a silly situation. I essentially had nothing worth putting in a lock box. The functionality was of no use to me. I had nothing that needed protecting. However, the lockbox magically gave me 2 additional inventory slots out of thin air. There was absolutely no reason not to take it. It was the obvious choice. I don't like obvious choices in games, and I definitely don't like them in DayZ. I want to be rewarded or punished for my decisions. If I take a syringe out of a medpack to save space, and it gets badly damaged, then I will know I made the wrong choice.
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Happened to me while running in land. The first time I was like lol, silly alpha. Alt F4d out and reopened the game. Ran the same path again and got teleported back again. Was a little bit annoying but I decided to just give it some time and stopped playing for a bit. I haven't had it happen since.
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Security Vulnerabilities fixed by Patch #2 and Character wipe
Imbalanxd replied to rocket's topic in News & Announcements
You didn't seem to mind waving your "curriculum vitae" around like a dick a minute ago. Now suddenly tight lipped. -
Security Vulnerabilities fixed by Patch #2 and Character wipe
Imbalanxd replied to rocket's topic in News & Announcements
Its pretty obvious that its not the "exact same way". Why is that obvious? Well, lets see. Game was released yesterday some time. Patch was released within 24 hours. Now the backdoors were a fundamental issue in ArmA 2 that were essentially lost causes to try and fix, which is why nobody ever did. However, this time, they fixed it within 24 hours. Now I'm going to go out on a limb here and say that they didn't discover the holy grail of development, which allowed them to fix a previously insurmountable problem. Instead, I'm guessing that they plugged the existing hole some time ago, and there were a few minor leaks around the edges which they then quickly found and plugged as well. Why did they only find the additional leaks now? Well, I would wager it would have something to do with the 40 000 new fucking alpha testers they just got. Well done. Job accomplished. Alpha progressing as planned. -
Security Vulnerabilities fixed by Patch #2 and Character wipe
Imbalanxd replied to rocket's topic in News & Announcements
You have your own code base? Which multi-million dollar, triple A title code base would that be then? Honestly, from what you wrote its clear that coding is probably something you took up in your spare time and you now have a whole website running tens of lines of javascript or something. When you move onto proper monolithic code bases, you usually can't simply forward slash stuff away. Here's my pro tip to you. Trust the professionals. They sold 100 000 copies in 24 hours. They know what they're doing bro. -
Was going through some of the DayZ videos a friend of mine recorded a while back, and came across this gem. Definitely one of the funniest sequence of events I have ever experienced in DayZ.
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In your typical (boring) multiplayer game, there isn't much AI going on. They are either entirely about player vs player gameplay, or the AI is so minor that it isn't worth considering. However, as we all know, DayZ is a bit different. The in game zombies can play a major role in gameplay and the experiences of players, and this role is only limited by the processing costs of their artificial intelligence. Many of the processes performed by the zombies are fairly rudimentary and rough around the edges (though the zombies in DayZ actually have some impressive sight/stealth mechanics), but with the sheer quantity of them, the performance load can be quite heavy, I'm sure. The processing required can typically be performed on a separate thread, which is highly beneficial, but the synchronization processes can limit the effectiveness of this, and impose more limitations. A concept that has always interested me is the idea of non player characters in a game no longer existing and "thinking" on the server, but rather connecting through the network as clients. The obvious benefit of this is that the server no longer has to dedicate any time or processing power to artificial intelligence, and as the functionality already exists and is in use, there is no additional synchronization costs for remote clients. Another benefit is increased server customization. The number of zombies walking around, and how intelligent and sensitive they are, can be governed by the number of "AI machines" connected. This could of course be possible with the current, server side implementation, but scaling up (increasing a single machine's performance) can only go so far, and is only economically viable up to a certain point. However, Scaling out (including more machines) can yield better performance and can be cheaper. In this system, "AI machines" would connect to the server as pseudo admins. They would have access to more information than the average player, but would still only require data related to their area of influence. Each machine would control a variable number of zombies, and would ideally use a custom kind of connection, minimizing the number of connection threads they would require. Currently in the mod, the zombies implemented would only really require a single, non server machine, dedicating basically 100% of its processing to AI in order to simulate all the zombies. However this is in the "zombie lite" situation we have now, where at any one time you are looking at around 400-500(maximum) zombies being alive, even on full servers. If all zombies were to exist simultaneously, and with improved AI, the possibility of even 3 AI machines could prove beneficial. This isn't so much a "I really think the game needs this" type of suggestion, but more of a theoretical proposal. I don't even know if it would be reasonable to expect server owners to possibly dedicate more than one machine to a single server. I also don't know if what I am suggesting is technically feasible or expedient, though I am formally educated on the subject.
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Well that's kind of what I was wondering. I know that zombies are currently "client side", but does that mean they are triggered by the client, or does that mean that whoever gets to a location first is the one who populates the area with zombies, and then he is responsible for the zombies AI as well?
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Anyone else disagree with the current morphine spawns?
Imbalanxd replied to dyno0919's topic in DayZ Mod General Discussion
The fundamental problem at the moment is that a broken bone is not punishment for a mistake. Being hit by a zombie is not a "mistake" per se, its part of the game and sometimes it is necessary. Broken bones are punishment for being unlucky. I suggested somewhere else that broken bones should occur primarily when taking a prolonged or savage beating. A single zombie should not really be able to break a survivors bones. Being mauled by 3 or 4, however, should be almost guaranteed to. If people understand that it is their fault, they will accept a broken bone. At the moment however, its just random chance. -
Anyone else disagree with the current morphine spawns?
Imbalanxd replied to dyno0919's topic in DayZ Mod General Discussion
The main thing I disagree with is morphine spawn patterns. Its like, pretty rare chance to get it basically everywhere on the map, but suddenly at a hospital there are 50 in one spot. I know it could be considered "realistic", its just that it creates a scenario where you visit a hospital once and you are fine for the next 20 hours of play. In my opinion, medical supplies should be more scarce at medical locations (hospitals, medical tents), but there should be more in land medical locations. At the moment there are essentially only three places to get medical supplies from; Cherno, Elektro and Berezino. -
Zombies are just to...unreal
Imbalanxd replied to Gandalf (DayZ)'s topic in DayZ Mod General Discussion
When you alert zombies and you have no where indoors to run to, you screwed up. Screwing up is ill advised in DayZ. -
The map is 15km from one side to the other. It is by no means super human to jog (yes jog, the default fast movement isn't running, double tapping forward does that) for 15km without stopping. People do it all the time.
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A suggestion with the sole intent of making the game easier for the player? -1 from me by principal alone.
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Let me choose to look like a survivor
Imbalanxd replied to DavidisLaughing's topic in DayZ Mod Suggestions
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How do you personally deal with ghosting, and overlay hacking.
Imbalanxd replied to MyalTerego's topic in DayZ Mod General Discussion
If they are behind you, and you never see them approach... how do you know where they are? -
Why DayZ is like a cute little puppy
Imbalanxd replied to ponc's topic in DayZ Mod General Discussion
A good dev, which I think rocket is, doesn't change the parts of a game that people like, they just add stuff to it. -
No starter weapon removes survival instinct, and respect for zeds
Imbalanxd replied to breetai3's topic in DayZ Mod General Discussion
Pretty much exactly my point. You don't care about the "value" of your character, all you want is something that performs a task that you want. In this case, it is being spoon fed a weapon that can kill hordes of zombies. -
Most bandits are posers
Imbalanxd replied to Timberwolf (DayZ)'s topic in DayZ Mod General Discussion
People who do not live by the definitions I set are posers. Nice approach to life, not all that original though I'm afraid. -
No starter weapon removes survival instinct, and respect for zeds
Imbalanxd replied to breetai3's topic in DayZ Mod General Discussion
What ancient knowledge do you seek, child? -
After reading the OP, only one thing came to mind. Remove the starting coyote pack.
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No starter weapon removes survival instinct, and respect for zeds
Imbalanxd replied to breetai3's topic in DayZ Mod General Discussion
Ye, completely illogical thread this. You don't care about a flashlight but you did care about a Makarov? Flashlights were and still are more rare than Makarovs, so that makes absolutely no sense. You are clearly just bad and can't do anything without your starting weapon. This is, of course, a bit of a conclusion to jump to, but what else could it be since your original post is clearly just a rationalisation. -
Right' date=' so if someone alt f4s, then when they reconnect, they will be unconscious for like 5 minutes. It would stop people using alt f4 as a cheat, I would think. [/quote'] And if some ones line dropped and they disconnected through no fault of their own, the same thing would happen. If it was possible to tell when someone alt f4s I would suggest rather just slaying their character. However, it isn't possible to know an alt f4 from an ordinary DC.
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So a couple of times people on my server have marked their location on the map, thinking it was all fine and dandy. Needless to say, I immediately raided whatever was at the marking and laughed at them. However there really should be a facility for putting markings on the map. Would it be at all feasible to introduce some sort of direct communication based marking, so that everyone within a certain area around you would get it? It would allow groups to huddle up and get their bearings, and it may even allow for eavesdropping.
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Game-breaking bugs and frustrations
Imbalanxd replied to james2464's topic in DayZ Mod General Discussion
GAMMA!