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mithrawndo

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Everything posted by mithrawndo

  1. mithrawndo

    pawn Immunity

    This will never make it into DayZ vanilla, but in a few years time when the game is complete I'm sure you could write a mod to do it!
  2. mithrawndo

    Server Enforced Terrain Quality

    Look at this picture here from Arma: These players are not hidden behind the crest of a hill, nor are sinking in quicksand. The client that is rendering them has low terrain detail settings to improve their performance, but the server knows they are standing in long grass and so adds a layer of terrain to your client's screen to simulate that you could not see them properly. It's a trade off, but to my mind an acceptable one. Once the game is complete, I'm sure it's something that could be modded in if people still seem it desirable. It's absolutely not something that should be a development priority, as there is already a reasonably robust system in place to mitigate the problem.
  3. I asked this question of Eugen, this is what he had to say Yes, we'll see some of the first parts of it arriving soon™, but it's really difficult to provide any kind of exact numbers. What might only take a few hours to configure can easily turn into weeks of drudging, hellish work for these guys to deal with. Just remember the debugger's song:
  4. mithrawndo

    Uniquely Bad DayZ framerate performance?

    Absolutely right, like the original poster I use an old fashioned spinner. Any file fragmentation really hurts performance for those of us without SSDs; in areas with a lot of objects (and thus high texture load), any fragmentation to the "wad" files (I forget what file format dayz/arma actually uses now) causes the framerate spikes that can happen on busy servers in high population areas to shift from a fraction of a second to 2 or 3 whole seconds - unplayable. Running with low texture settings helps here too, but I believe offloads more of the work to the CPU - not too much of a problem with my i7 950 given how well BI's titles seem to run on Intel kit, but YMMV with AMD gear.
  5. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    The only games I can think that shouldn't have auto run keys are games where it isn't remotely useful, as it is rare to require someone to run for any length of time. The same is true of crouching; most games in the FPS genre - which I only grudgingly consider DayZ to sit - don't lock you into the crouch position, as it's a counter intuitive control and squatting down in that position requires a modest amount of effort, reflected by the control scheme. ArmA and DayZ don't do that. They are aiming to simulate, and nothing is gained by adding that obstacle. The same is true of running.
  6. mithrawndo

    Uniquely Bad DayZ framerate performance?

    Two things drastically increased my performance. Deleting the dayz.cfgDefrag your diskI too tried many settings to boost my framerate, and for a time these helped. With 0.53 I saw yet more loss of frames and had the same problem. Deleted my config, now I'm hitting over 80 in the fields and 20-40 in the towns. My dayz files were also horribly fragmented at one point, causing texture load to cripple my gameplay. Grab a copy of something like defraggler if you haven't already and tidy up the files. Disabling shadows and clouds will also help. Good luck! I7 950 @ 4.2Ghz 6Gb DDR3 @ 1.6Ghz 500GB 7200rpm 32MB HDD GTX470
  7. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    They now lock your weapon in the raised position either by hitting space, or by clicking the left mouse button once. I'm missing something here; what you said seems to be reinforce my point? Turn that on it's head then; Being able to double tap W to toggle jog/walk isn't even remotely game breaking. Why then does it invoke such vitriol? I suspect it's because people wish to extend the flagellative spirit of game into it's control scheme. It's highly amusing from where I sit! As was kindly pointed out to me above, so is holding your weapon in a raised position - yet I can toggle that quite happily. The Mosin weighs around 4Kg, whilst a sledgehammer weighs in at over 10kg. Holding these weapons raised should, if we try to be realistic, require a modicum of effort. I don't see that happening because we're only trying to be authentic. After all, it's only a game. Yep, my money is on that reason being Dean Hall. He's gone, and it's time for this question to come back into the open. As I mentioned before, DayZ standalone attracted a different crowd to the mod and to the Arma series, and this "design decision" as we're calling it is one I think should be brought into question. It's not as if having a toggle for jogging/walking is going to undermine the whole spirit of the game - Dean himself essentially admitted that the spirit of the game was undermined when the mod took off and people stopped cooperating and started murdering one another - it's now something totally different to what he first envisaged: A morality simulator. In your opinion. Navigating the map unaided does require a modicum of effort, but sadly meta gaming destroys that element of the game. I don't accept that denying the addition of an auto run toggle makes up for this in any way. As for why it should be supported, you answered that yourself when you mentioned that people will use macros, coins and other means outwith the developers control. This isn't a request for an additional feature and so would not be a drain on resources to implement. It's already possible and would simply require configuration.
  8. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    Thanks for enlightening us all on the topic, clearly it's like that because you say so. I gave you an example, you retort with "no it's not"? Again, absurd comparisons. Autorun is automating a feature via software controls that can already be automated via the use of hardware. Automatic gearbox is something that already exists, and auto vehicle start is something we all take advantage of - I know I've never had to turn a crank handle in this game, or in real life. Auto eating and drinking too; click once to eat all. Auto jump, auto punch and auto drive: The first two are plainly ludicrous, and the last is preposterous. The first two aren't remotely useful or intuitive, and the last one is irrelevant. If you can't figure out why, I suggest you go back to your cave. None of these are remotely comparable or relevant to the discussion. I seldom have to do it either, but I have found myself switching fingers whilst I run. That's surely indicative of a problematic control scheme if a short amount of playtime results in undue strain? This again is irrelevant though: I can with simple software or hardware additions - which technically would be breaking the rules - take advantage of an autorun feature. Because they've already left the stable door open, and we're already doing it. It's much like the arguments against drug and alcohol use; is more harm caused by criminalising the substance abuse and forcing the individuals who do it to the fringes of society, or are we better to accept that things we might not deem desirable will happen whether we like it or not, and do our best to keep those individuals included lest we lose them to genuine, hurtful crime like theft? I'm sure I don't need to draw the analogy in it's entirety. Joggers too will tell you that the act of putting one foot in front of the other will become rhythmic and require no effort - to a point. Locking the jogging state in by double tapping W is not really a stretch from the current control scheme. Auto run is not auto pilot; the user still needs to guide their avatar through the world, they just don't need to hold down one button. I've always understood that the goal for DayZ is to make it authentic, not realistic - and the suggestion here would fit that schema very well without damaging the ethos. Except they don't: I've put forward multiple arguments and analogies in favour of modifying the control scheme to add this missing feature, and in response I've become more and more hostile to what have amounted to non sequitues. I'm yet to see a single, honest, compelling argument in favour of the current scheme!
  9. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    That's like comparing apples and oranges: It's a logical fallacy. DayZ doesn't have the necessary code ready and written for aim assist, yet it does for auto run. Auto run doesn't dumb the game down for the lowest common denominator, yet aim assist does. The objections to auto run are seemingly based on the idea that DayZ should be a hardcore game. Newsflash ladies and gents, hardcore is never fun. What is fun however is a game that is difficult and unforgiving, is immersive and tense, and none of that is altered by allowing the addition of a keybind so that I can stop risking damage to my keyboard when I wedge something into it to give my hand brief respite from the CTS-inducing WASD* configuration. It's these misguided opinions that will, at least in my opinion, ruin DayZ for 1.0 - control schemes should be intuitive and simplistic to provide the smallest barrier of entry, curving rapidly from there. The lack of an autorun feature is a perfect example of where the current scheme falls short. *other movement key layouts are available Edit: What's most interesting is that the proposals for an autorun key almost exclusively come from "New" Bohemia customers, who've come to the franchise based on DayZ, whereas the objections appear to come predominantly from the old hands of the franchise, who've had their feet well under the carpet. Change is scary?
  10. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    And my two cents would be that you already see this on a daily basis - certainly if you play as part of a group, and almost certainly if you like to roam anywhere between Vybor, Berezino and Elektro. It's best analogised as trying to treat a symptom rather than cure the disease; The disease being that players meta game to learn the map and use out of game tools to talk to one another, so when they die in combat they'll just point themselves in the right direction and high tail it back to their friends and corpse. "We" already autorun, and the only way we'll stop is when the game's mechanics prevent us from doing so. Again, the interface supports locking mouse look through double tapping. It supports locking walking and crouching via the same. So far, every single argument in favour of keeping autorun out has amounted to "I don't like it"!
  11. mithrawndo

    DayZ Vehicles MEGATHREAD

    Whilst I love a lot of these vehicles, don't forget that Chernarussia is a fictional former soviet bloc country that gained independence in 1991 and is not stuck in a time warp. We don't know when the game is supposed to be set, but those countries who were behind the iron curtain have all long since moved on - in Bohemia's lore for the country, they've been mostly run under a capitalist government. That's not to say that a lot of these things don't still exist, but a quick google search shows that countries like Ukraine, Moldova, Armenia and other Black Sea countries (the "Green Sea" is surely analogous with it) are driving around in modern Mercedes, VW/Audi and the like. Whilst I'd love to see some of the vehicles in this thread in game, I'll be disappointed if we end up with a tired "In Soviet Russia..." cliche as a setting, rather than these vehicles cohabiting the world alongside semi-modern eurocars like the Mercedes W124, the VW Passat and the Volvo 940 to name but a few! Edit: This map image here (in Tajiktstan) demonstrates what I mean; a modern-ish post soviet taxi alongside a brand new Toyota. This one from Moldova's capital shows how few of these old things you can see in one of Europe's poorest countries.
  12. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    That advantage is simply the choice of whether to use auto run or not: They have it, we don't. It's a missing feature and I'm truly flabbergasted to repeatedly hear that it's missed by design. There are countless posts of people offering crude workarounds that cannot be prevented by the developer - jamming things into keyboards and using macro keyboards or software - which are clearly undesirable. If we do not have an autorun key by design, then surely we must work to prevent users from bypassing this restriction via outside means? Surely by this logic, wedging a coin into my keyboard is a ban-worthy offense? Exactly because it requires you to use your senses is why this feature is an unrealistic request. As for the first part? I find the gall of suggesting that someone needs to go and spend money on an additional peripheral (whilst it would be against the terms of use to use free software to do exactly the same thing - something like autohotkey) offensive. The user interface already supports the necessary features, it just needs to be configured. Five minutes tops of someone's time, if not 20 seconds of work. Astounding!
  13. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    Right now a player who owns a macro capable gaming keyboard has an advantage over us scrubs. It would not be a stretch to assert that this advantage is not because of their equipment, but because of design choices on Bohemia's part. Again, handing an advantage to people who own specific equipment. This would be another Bad Design Choice. Bingo: The horse has already left the stable!
  14. mithrawndo

    Véhicules that are returned + Persistence.

    Parked 7 trucks in the same place in the woods on a persistent server night before last. Can account for 5 of them stuck on various fences and walls throughout the world, and that they remained there for two days. This was on a private shard, though I don't imagine that should make any real difference as persistence is per server anyway. Jesus is perhaps right with suggestion #2 in this case. If all the trucks have been driven into the sea, there is no way to return them. Deleting the persistence file is your only option.
  15. mithrawndo

    I dont understand why there is no AUTO RUN KEY!!!

    We're all auto-running already. There's no reason to close the stable door after the horse has bolted. Give up, and save us the few seconds of annoyance when we can't find the coin we use to wedge our "W" key down and let us have an autorun key; a small quality of life improvement that requires only the most minor of configuration on Bohemia's part. In fact I can only see on reason not to add it, and that's to wheedle out the "terribads": Holding that W key or figuring out a way around it is like a right of passage; if you can stomach that, you're fare less likely to reach the "Fuck This Game" mentality, and so will be a better DayZ player.
  16. mithrawndo

    Craftable Item : Bindle

    Oh sir, you have my beans and the beans of my unborn children! Sadly I think it would require quite a lot of character animation to get right so perhaps is a little unlikely. Any item that makes a player think about survival - in this case, keeping their stuff or defending themselves - is a wonderful suggestion :)
  17. mithrawndo

    Make certains weapons "vertical" in backpacks

    It requires a 5 wide backpack - taloon, mountain, hunting or boarskin but it does fit. The inventory system just now is, I hope, a placeholder. As it stands, DayZ's gameplay can best be described as a "Loot 'em Up Shoot 'em Up". A lot of care and attention has been given to the gun play (this being an Arma derivitive), but the inventory system has barely changed since the mod and it's one of the single most important parts of this kind of environment. In my mind not only should you be able to carry extra stuff in this way inside your pack, but you should be able to carry as much as you are physically capable of - slinging ropes together to create a deafeningly load assortment of random crap strung around every appendage, leaving you unable to move at much more than a crawl and incredibly vulnerable.
  18. I think they might already be too far down the road to scratch what they've done and go down this route, but I love this idea. Numbers would need to be very carefully balanced so that managing your aerobic and anaerobic fitness doesn't become a chore as we look toward the end game. However given that the current eating, drinking and body heat systems would be intimately tied to a metabolic system such as this and those systems are already reasonably well defined, I don't see it coming to fruition. You have my beans though, I think this would be a more elegant approach to a nutrition system.
  19. This is how I'd like to see it done. Roughly, at any rate...
  20. mithrawndo

    4-slot protector cases

    In my hunting backpack right now I have four high capacity vests (which take up 6 slots each). Inside each high capacity vest you'll find two assault vests. Inside each assault vest you'll find two Gorka jackets. Inside each Gorka jacket you'll find stuff filling the 6 slots. This motif is repeated in the high capacity vest on my person, and in my trousers and jacket you'll find another gorka jacket, each full with stuff. There are a few protector cases scattered around too, but for the sake of this discussion we can, ironically, ignore them. So as standard my character has 30 slots in his backpack, 12 slots in his vest, 6 slots in his trousers and 6 slots in his jacket - a total of 54 slots. Thanks to this monstrosity (which isn't anywhere near the limit with this current ridiculous inventory system), this number balloons to 141 slots... and I could have gone further, adding further jackets and protector boxes inside jackets, creating an inventory inception that can't be doing any good for the server I'm on! That's a 261% increase if I'm not mistaken! In short, the slot based inventory system has to go. A pictographic inventory system makes sense, but the only way this can be avoided - and still make it reasonable to be able to grab gear for trading with other players - is by switching to a weight based system, using sliders to represent how full an area is. I'm just away to mock something incredibly ugly up, but I'll be back! Edit: This is how I'd like to see it done. Feel free to reuse, I know my photoshop skills are intimidatingly awe inspiring:
  21. Beans given for 80% Pants and Wet Sack. Agreed that the inventory system needs a little love, and I too would like to see it based on volume rather than slots.
  22. mithrawndo

    Survival as an End-Goal (Lowering KoS too)

    I see no harm in a "Game Over" mechanic. Nor do I see a serious issue with the idea of an "Heirloom" system, provided the only objects that can be selected are inconsequential, cosmetic items. Provided you made it to the evacuation point, you could select an heirloom item with some restrictions: No weapons or accessoriesNo clothes that expand inventory spaceNo items that expand inventory spaceNo food or waterNo medical suppliesBasically nothing that could give you an advantage in a future life. I'm happy with heirloom equipment that can be left to additional characters... as long as they are limited to shoes* *Or 2 slot pants and gloves
  23. mithrawndo

    About Navigation Mesh Pathfinding

    They are using a system called Recast/Detour to generate the data necessary for zombie navigation. From their webpage: To massively oversimplify how this works, you throw your map data into recast and it generates a copy of your map in voxels. You then select how you would like to split this voxel copy of your map up, and then create a navigation mesh using the nice and simple data (compared to doing this manually!) that's been provided in the form of a voxel mould. The final part of this is the reason why you break the voxel map into regions is so that the final part of this process - Detour - can be fed the data for these regions bit by bit, on the fly, as the world changes rather than slamming the server in the face with a full navmesh regeneration each time someone adds a barricade. This system is also open source, so they're able to make any changes necessary to the code to better suit what they're trying to achieve.
  24. mithrawndo

    Morale

    That has already been discussed to death in many different topics across these boards. The short answer is that there is not a single reason for this behaviour, but multiple ones. It's for this reason that trying to develop a system to prevent this sort of behaviour is flawed.
  25. mithrawndo

    Morale

    Nothing wrong with a morale system, as long as you're not trying to cheat it in as a method by which discouraging people from doing what people do - shit all over each other. A system that rewards you for eating a healthy varied diet, getting regular exercise, finding time for entertaining yourself and such would actually fit reasonably well into DayZ from where I'm sitting. However, a system that punishes you for murdering other people to stay alive would not. Morale should function like hunger and thirst: It should erode naturally and require topped up. Quit trying to think up ways to stop people shooting each other, it will not work. If you really want to change this behaviour, walk a mile in their shoes and understand why we do it.
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