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lucianpin

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Everything posted by lucianpin

  1. lucianpin

    Status Report - 26 Aug 2015

    "Cooked Meat can in some cases cause survivors to become ill" This makes cooking meat non-usable... in some cases... We don't have any info if charcoal tablets are working 100% to heal from this.
  2. lucianpin

    Can I Run DayZ Retail (POST HERE)

    I usually play with Object Details - Very Low (that is scene complexity 200,000 in cfg file) and object view distance set to 800 (meters). I get 45+ fps in almost every village and 30 fps in large cities with current build 0.57 CPU i3-4130 (3.4 GHz) GPU GTX 750 Ti
  3. DayZ loot re-spawn system in my view I tried to think of a loot re-spawn system having in my mind two big concerns about game play: 1. Like any other game, it is normal that you evolve and you become more equipped as you progress through the game. In DayZ your normal progress would be from fresh spawn on the south - east coast to travel many kilometers to the north - west and to get your rewards for surviving that distance and time. In my view, this would mean finding better gear there, bigger challenges. But here comes the first problem: how can you offer this experience to every player? Actual loot re-spawn systems or any other previous experiments have proven not to be efficient because: the high valuable loot is spawned there with a determined probability, but the game cannot control the player flow in that area – first come, first served, not to mention server hopping. You cannot predict how long it will take to the system to re-spawn an item and until that happens, you don't know how many player have already visited that place and found nothing. 2. Server hopping – this is a really big problem. Once an area is known for high quality loot, players will start to server hop in that area to increase chances of finding good gear. I consider a challenge to resolve this two problems and I have an obsessive question: how can I guarantee the same great experience to every player? Don't get me wrong, I refer to looting system to be the same experience for everyone and not the personal experience of each player. Firs of all, let's consider the following map saved per player in the central DB of players (along with all the inventory and health attributes of each player): So each player has saved the history of all visited map squares in order they were visited. The most recent visited squares are considered “hot”, then older are “normal” and the oldest visited are “cold”. A server timer could easily make player visited squares to “cool down” in time. Trigger could be when a player moves from one square to another or just time based. No matter if player changes server, this maps is bound to his account. Now each game server instance has a map too divided in the same squares but containing information about loot items. When a player moves from one square to another, the destination square is being populated with items based on the following criteria: - item spawn probability is adjusted from high to low based on player personal map: square status from cold to hot. (cold would have higher spawn probability, hot would have near zero probability) - also item spawn probability can be adjusted based on the physical location of the square in the map (high valuable loot vs east coast loot) Ok, what if the target square is already populated with loot? Then do nothing, unless that square is marked as “cold” and server tells you that you are alone in that square, wipe all the loot and spawn new applying the above rules. Draft.pdf
  4. lucianpin

    I know... another loot spawn suggestion (PDF attached)

    There is randomness too in what I suggest. There is item spawn probability per region. So probability means you will not see same loot each time you begin as fresh spawn. I don't see where is the problem. Right now, the east coast is nearly empty - and this can be done with my system too, just setting a low spawn probability in that region. You say that the advantage of the current spawn system is that loot distribution is dependent on player choices and admit that it has the issue with server hopping. I say that in my solution there is no problem with server hopping but I lose that advantage - loot distribution dependent on player flow. Really I still choose my solution. With the current loot spawn system, players with best gear will be the server hoppers, the lucky ones that arrive first on a server that was just started after the maintenance... and so on... I am disappointed that neither Hicks and no one understand that the probability of spawn for an item is not enough because they can't control the player flow - sever hoppers. There will always be players that will report that some item is too rare and lucky players that will say "you are stupid" I just found one. Hicks thinks of a system to distribute items based on region etc... he is very focused on item's land location / server, not item per players. The effort to distribute items per region is useless because server hoppers will get best gear, the other will have a much lower probability to find something.
  5. lucianpin

    Status Report - 09 Jun 2015

    Still server hopping would remain a problem.
  6. lucianpin

    I know... another loot spawn suggestion (PDF attached)

    If you say server hopping is good, then it is useless to continue discussing.... If we do a simple math calculation you would see that the probability of spawn for some specific item (like AK mag etc) is not the same with the probability that a player could find that item - mainly because of server hoppers... EDIT: with my solution you have better control on what a player is likely to find during his trip.
  7. lucianpin

    I know... another loot spawn suggestion (PDF attached)

    I don't know how to insert images :) really
  8. lucianpin

    Status Report - 08 Apr 15

    I personally agree with steve007.
  9. lucianpin

    Status Report - 08 Apr 15

    I said the same thing: this kind of interaction is so rare (relative to 3 million users) and you say: "I couldn't disagree more." / "It was so rare we all posed for photos" ??? What?
  10. lucianpin

    Status Report - 08 Apr 15

    About player interaction, Brian Hicks you are really dreaming about this. Yes, there are players that do interact, a few YouTubers. In general, most of the players want to fire a gun. In the same time, two players with guns will not interact (again in general, most cases), they will fight. Players will interact if they don't have guns and they know that the other player can't hurt him or can't kill him in seconds. Yet, your desing team is working on more and more weapons. I don't say it's wrong, but it is against interaction. I personally like to shoot, I want guns, but when it comes to interaction : only my close friends. Tips: looking at a player is important to know if he has a weapon. So when a player wants to take a weapon from his backpack he should put the backpack down and play the animation for looking into the backpack.
  11. lucianpin

    Accelerated Time Fragnet Servers

    Since I found an accelerated time server I always play on that server. It is the best experience I ever had. However like others said, dawn and dusk transitions are too fast. What I would like to see is a variable acceleration meaning that night and day length should remain like it is now on Fragnet but when the clock is approaching dawn / dusk, acceleration should be lower in order to have a longer transition. IF night would be longer than this it would be boring for me and I would change server. I mean in 2 hours of gameplay I want to play 2 days and 2 nights...
  12. When in the midle of a town, you have no chance when someone is shooting at you with a fully automatic weapon. You really cann't defend yourself. This is so realistic indeed, but I think this kind of weapons is an exaggeration for a survival game where you find all kind of old weapons or vehicles on a russian land. Why this game should be so unbalanced? It is good the diversity of the weapons, but more balance would be great. Full auto weapons should only be present in games like Arma 2/3 where people play in large squads and all angles can be secured. I think that situations like this when two survivors are sprayed by an automatic weapon is not specific for a survival game where people would want to go finshing and hunting. Either all automatic weapons are so pupular that everyone would have one, or automatic weapons do not exist so that everyone that is walking and is hit or hears gun shoots would have at least a second chance.
  13. The D3D11on12 layer implements the behaviors that are expected from the 11 runtime and drivers, but runs on D3D12.
  14. I can confirm that full auto weapons will kill you in exactly one second from 5 meters even if you are in military gear and healty. This was all about. From 50 - 100 meters I have time to take cover and so on. In close combat, full auto almost always wins assuming both players have the same reaction time and skill.
  15. Last night I killed a guy with an M4A1 near Zeleno in the forest and did hide body with the weapon. I got my satisfaction. His friend killed me (wtih another M4A1) and he was mad about the M4A1 lost :) Yey! One less M4A1 :)
  16. lucianpin

    DayZ Standalone Short Film - 'The Thirst!'

    You should have used alpha to coverage in rendering options, not to mention post processing in game -> high if you want to make an artistic movie. Honesly the video looks very bad.
  17. lucianpin

    Status Report - 19 mar 15

    Oh, I see, thanks
  18. lucianpin

    Status Report - 19 mar 15

    "While they (zombies) are pretty fast right now it is just the perception in comparison with current character movement speed, which is planned to be lowered in general as it was increased intentionally" What I understand from this is that zombies are not fast, but current character movement speed is low - which is planned to be even more lowered - what?
  19. You are getting very personal and wrong. The scope of this thread is very clear - to discuss about full auto weapons and their power in this game. I don't care about illegal weapons from Ukraine - if you explore a 14 square kilometers random in Ukraine it is very possible not to find any weapon lol. I don't care about your comparison with REALITY. This thread is simple, how many auto weapons should be present in this game not in Ukraine or if DayZ could have no auto weapons. Is that simple. Thank you for your opinion. Tomorrow a game with name UkraineZ could be released with no auto weapons and you can't tell me that this game sucks, it is not realisitc - we have zombies in the first place.
  20. so you are saying that in a coutry were weapons are illegal, you find all kind of weapons AFTER the war just siting on the ground... ridiculous this is a fucking game and I said we need no excuses/reasons to justifiy the presence or absence of any kind of weapons
  21. Your words: "assuming Chernarus was a peaceful utopia where crime and war was unheard of" My words: Who said that -> Chernarus was a peaceful utopia? I did not say Chernarus is peaceful. And for your information, the place I live right now was under World War II and I don't find weapons everywhere. About Chernarus as I said before, there could be or could not be war weapons, either case is valid - if we refer to DayZ story. In real life I am sure you won't find any weapon.
  22. No, I am not having hard time with PvP. I know very well what you are saying about magnum, mosin, sks. Magnum is really a beast for CQC. 90% of the kills in PvP are all in the same way. The victim is standing still and is looking in the wrong direction or is late by 1 second. Now, talking about moving targets, even with Magnum you know how hard it is to hit a player running full speed - when you have a window of 3 meters. 2 bullets miss from total of 4 fired - player survives. And now compere a fully automatic low recoil, high fire rate weapon. This is what I am talking about, why you and others make all kind of assumptions? Anyway for you and those who are killed standing still, I agree with you, magnum or AKM is no difference. For me, surviving so many shoots from other weapons like SKS, mosin, and seeing that when I was killed, each time was an automatic weapon, it makes a difference for me.
  23. I am not sure what it was, maybe this PM73 RAK, I was fully equipped, clothes, vest, healthy, and I don't exaggerate: I heard 1 second of burst and I was dead - this was while sprinting at full speed, moving my position between two cover points. So, shoot back is not possible when a weapon like this fires at you - this is what I was trying to say. Of course it was my mistake for that move, but I am just saying, no shoot back option. 1 mistake = dead unless a noob is shooting.
  24. Who said that? You are the one who is just assuming things...
  25. central loot system will make imposible for some servers to have no military loot :) lol
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