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Ramalamadingdong

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About Ramalamadingdong

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  1. Ramalamadingdong

    Slow running then desyncing

    Done a little more searching and found this on another forum, looks to be a (sorta) known bug http://www.reddit.com/r/dayz/comments/1yffjr/psa_if_you_our_somebody_in_your_group_is/
  2. Ramalamadingdong

    Slow running then desyncing

    Thanks for the replies, i shall investigate later tonight after work, i don't know what his rig is exactly but i know he has been talking of upgrading it so i imagine its near the lower end of the requirements.
  3. Ramalamadingdong

    Slow running then desyncing

    A friend of mine recently bought the game and has been running with our group. However he jogs about half pace to everyone else. We made sure he hasn't got hands up, clicked right mouse button, double tapped shift, got him to healthy to make sure, etc, etc, he is definitely running about half pace to everyone else for no obvious reason. Then if he uses sprint to keep up he start rubber banding around everywhere on other peoples screens and will desync to everyone else and be about 100 yards away on his screen from where he is on everyone elses screen. His ping is 45 compared to other peoples 20-30 so cant see how that would make such a huge difference. Since its only happening to him we have assumed it must be a problem at his side, anyone else seen anything like this? or point me in the direction of another thread?
  4. *sigh* So you are using RP to justify your dickhead actions....not having dickhead actions happen because of RP?
  5. "You CANNOT force death on a player in a game, especially this one, because to do so would mandate that the player in question is already bound to a certain life state. By forcibly implementing a particular life state onto a characters, you immediately and irrevocably prevent the player from being able to immerse himself in HIS game, by making it YOUR game." How is that any different to killing other players? its OK for you to destroy someone elses game but you cant suffer any consequence because of it? this should be a game about consequences (of which pvp is an outcome) not a PvP deathmatch with no consequences. Everything you typed in your post could be applied to you going around KOS people.....but seems you can only see it from your point of view.
  6. Urm if your character was a "heartless, soulless, devoid of any feelings, compassion, or morals" he is already suffering from those effects, people just don't become "heartless, soulless, devoid of any feelings, compassion, or morals" with no external stimulus or other side effects at all.
  7. Lol, nope, if you had an open mind and wanted to play an apocalypse survival game and where a fan of genre I could quite easily sell it to you. But since you only want things that benefit you, i cant (and when i say you i mean everyone who is dead set against the idea because you just want a PvP game where you can kill people who have no chance of putting up a fight because you might lose) also this is the internet where no person has ever convinced anyone to change their mind, so why even bother trying. Though please don't think that i have a problem with people killing other people, the psychological effects should effect everyone. Just because a game is a sandbox doesn't mean that you should be allowed to do anything you want without consequences, because its the consequences that make the game fun.
  8. I cant, you would never understand, its beyond you to grasp it. Your reply above shows why you will never understand it, you care only about benefits and yourself, so impossible to sell it to you.
  9. Your psychological state is part of surviving.......
  10. People who shoot people in real life who where not suffering a mental disorder at the time are still effected by it. People who accidently hit and kill people in car accidents suffer trauma, soliders killing other people in a war zone suffer mental trauma. Humans are a social creature harming or killing another causes trauma unless you are a complete sociopath. Ive at no point said people shouldn't bandit, but there characters should be effected mentally, there should be a down side to go around murdering people, even if you had to do it to survive. Its not a punishment, if your character doesn't eat or drink, you die. If you go around killing people your character mental health should also suffer. If this game was a controlled psychological experiment then i might agree with your line of thinking but since its a game and we know people will log in solely to spoil other peoples enjoyment there HAS to be a downside to playing a mentalist, and from my point of view those things i mentioned would only make it more fun. 'What was that gunshot?!?!?' ' Is that a real person or am i seeing things?!?!' *fire a few shots even though its a hallucination* it totally fits with the whole zombie apocalypse narrative
  11. Urm starvation and malnutrition are serious issue's that kill 100,000 a week, and that's in the game, so i don't think that's a good enough reason. Yes its true the game is escapism but i see no reason why that has any bearing on adding mental health to the game. It doesn't have to be a mental health simulator, just like eating food isn't a nutrition simulator. Just be enough that playing in a way that would effect your mental health make sure you are effected by it (does have to be limited to killing but could include solitude for example).
  12. Sorry if this has already been said but i haven't read the whole thread as I stopped when childish name calling started. Here's how I would attempt to 'fix' the KOS problem. I put it in 'marks' as I don’t think it really needs major fixing, in any end of the world apocalypse scenario people would kill other people however they would not do it scar free and that’s what I think should be added. Mental scars. Anyone who kills people on sight is a psycho in the real world, no way to argue that, something has tipped them over the edge and they go round killing folks, killing people is very traumatic. So add things to simulate that the character you are playing is a psycho, these should be things that confuse the person playing the character and should stay in line with the themes of the game ala Night of the living dead/ Walking dead/ Evil dead. Those being paranoia/suspicions/fearfulness/disloyalty. This should manifest in a selection of ways in game from the first time you kill someone and then increase in effect the more players they have killed. Players see and hear things only on their screen. We have already have this in the form of the zombie bunny bug but I would want it powered up. Players should hear gunshots and other player generated sounds that don’t exist but should also see the avatars of other players they have killed, frequently. Have them run past them, or up to them in that classic edge of your vision movie style. The player should literally see the faces of the people he has killed in the past. In the real world when people develop a mental disorder they very often develop an addiction to something as a way to handle their new mental state. Any player that kills a player has a chance to develop an addiction as a way of coping with the trauma of killing someone. Maybe something looted from the dead body or just something random, but if the player does not have that item on them in pristine-worn condition (if an item) or in their system (if a food or drug) then they character will shake and twitch making aiming much harder (kind of like the heavy breathing/ tired state is now). As an added bonus this then gives the player something to actually hunt down and loot rather than having ‘nothing’ to do. I am not sure how to work this one so it doesn’t seem forced, but paranoia and betrayal would be great. Im thinking those situations in movies where the leadre of a bunch of bandits/bad guys shoots his companion or a follower for no other reason than he in his mental state suddenly didn’t trust them. Something like if anyone passes in front of a killers reticule he may fire. It would then make it hard for groups of psychos to function together because of their mass paranoia. Although I don’t really like this implementation as it seems a little forced and totally removing control from a player isn’t really good but I just wanted to get the idea across. Im sure other people can come up with other thematic downsides to killing people.There we go, people can still KOS, but now are ‘penalized’ in a very realistic way in game for doing so.
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