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Everything posted by mithrawndo
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I'd like to see a spawn button (attached to a "pop-up" server welcome message over a black/default screen) added to the workflow, as I think this would satisfy your first point. This means that you would select and connect to a server, and once the client has loaded in you would be presented with a window & button to spawn into the game, rather than loading you straight in. If you don't click the button to spawn in, the server will disconnect you after X seconds. This is really just a quality of life thing; It makes it possible for players to do real-life stuff whilst the client loads/connects, and avoids any initial lag/latency when first connecting to the server by adding a grace/buffer period to the spawn mechanic: I can now load the game, click connect and go and pour myself a glass of water without fear that I'll be shot when I spawn as I directly control when I spawn into the server.
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Agreed, your gear should play a role in how well this system works. If you had backpack, this could slow the speed of the animation and increase the chances of injury. If you have a weapon, it could again increase your chance of injury and risk damaging the weapon. With the addition of the physics system it becomes feasible for you to be on a roof, throw your backpack, gun and melee weapon off the roof to the floor and drop down yourself. High quality footwear would also reduce the chances of injury. It's a very elegant addition to such a system, and I thank you for your input :)
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Naw. You seem to like the word soccer, and we don't. You can have it back for your own sport!
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You did exactly the right thing by running away. Where you went wrong was that once you were in cover and the gunfire had ceased, you should have been looking to see if you could turn the engagement in your favour, hopefully by ending your assailant. I know many sheep who would respectfully disagree with this statement. As for the sentiment? Military history supports the premise that retreat and regroup is seldom a poor strategic decision. Examples of so-called "bravery" tend to be overhyped mistakes: See the Charge of the Light Brigade as a pertinent example, given that I presume you to be English (or at least British)
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Reward for those who keep their character alive and healthy
mithrawndo replied to IroPslam's topic in Suggestions
I'm not convinced by your choices here (nor the idea itself), but if I may chime in my suggestions? A character who has survived for some time would have a slightly increased toughness (+1%?)A character who has kept himself fully healthy by constantly snacking would require more sustenance over time to sate their hunger and thirst (+5%?)A character who has allowed themselves to get hungry and thirsty before refuelling would require less frequent sustenance over time (-4%?)A character who is well exercised (and hence "fit") would be able to sprint for slightly longer (+2%?)A character who spends too much time lying down would become less fit and hence less able to exert themselves (-3%)There are many more, but I feel that any such system should be a double edged sword rather than simply a list of "perks". -
How likely are randomly distributed props and sceneries upon server-restarts? OR incentives to use the ingame map
mithrawndo replied to joe_mcentire's topic in Suggestions
This would be amazing, game changing even. Something as simple as (for example) military tents having a 5% chance of spawning around Green Mountain would radically alter the balance of power. Pie in the sky it might be, but small chance based changes to the world map could be a wonderful addition to the game - my beans are definitely floating around this thread somewhere! -
For a time it would, I guess it depends how long after the apocalypse the world is set. The land based control segment of the GPS system is there primarily to make adjustements to the GPS constellation's constituent satellite flight paths. It would likely take several years before the first of the satellite's orbits decayed sufficiently, and the way the system functions this satellite would then mark itself as "unhealthy" to the rest of the system. There's a redundancy of 33% built into the system (it's designed to run with 24 satellites but there are actually 32 satellites in the GPS constellation). If we're talking 50 years after "DayZ", then yeah the GPS system will be inactive. If we're talking 10? Well, it won't be as accurate but it's not unreasonable to assume there will still be 20 or so satellites available in the constellation, albeit slightly off path and hence not especially accurate by GPS standards!
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Ahh, this one could go either way. Was he force fed the bacon?
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To extend this analogy: "You're not allowed bacon as you're too much of a pussy!" That seems kind of... wrong, no?
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Shh, I'm having fun!
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The paradigm will shift though as the internet becomes more strictly policed; as people push more and more boundaries; as cultures bleed into one another, both real and virtual. We may yet see a day where your (or my) actions within a virtual world could be considered criminal. Human Rights and the Internet are still very much virgin territory: In 2011 someone at the UN produced a paper declaring access to the internet a human right, meaning that if your ISP cuts you off or some twerp script kiddie manages to ping bomb you to death, you can (legally, at least) take them to court in the Hague! As an Aussie this should be important to you: Like us limeys, your government has their fat paw grasped around the metaphorical network cable. The point anyway is maybe the next time you are winding someone up online, in or out of game, maybe you should have a wee think about it afterwards. The further the boundaries are pushed, the sooner the demise of the free and open internet as a whole will come. I'd personally hate to feel responsible for hastening that day by feeding someone a can of beans or calling them a dick bag on a forum. The playing field is different; you call me a name in real life and I can punch you in the face for it. Online? Well...
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I think it actually quite important that a large part of forming groups is ensuring you can identify your friends. There are no team markers in real life, and DayZ is trying to be authentic! This could be so easily abusable. Please expand upon how you would like this mechanic to work, as right now I can see lots of ways to exploit this mechanic. This one, I like. A rare in game item that allows you to have an in-game map. If you find another one, you can pair them together and give it to your buddy so you can find each other... or at least find the GPS unit. Should your buddy die, if his killer takes the GPS unit you can track him down unless he disables it... but then that works the other way too!
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I'm not trying to infer a causal link between actions perpetrated in-game and criminal abuse out-with it, I'm simply citing examples of how your mental state is laid bare when you interact in a no consequence environment. It is in fact exactly the other way round; acts that cannot be perpetrated in the real world are instead subconsciously fulfilled in a virtual environment. it allows for a great deal of mental liberation, which in turn leads to being more open minded. In other news... Thank you for demonstrating my point about social conditioning, disassociation and sociopathy!
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What you perceive through your senses only amount to "imagination games" themselves. Your - and my - existence are still logically debatable. If your actions - by whatever medium - cause harm to another, it is your responsibility. For example, there is no difference between the interpretation of character or motive for calling someone a dick on this forum as opposed to doing so in real life. Why therefore should there be any perceived difference between the same when abusing someone in a game as opposed to in real life? A "Real life criminal" is simply someone who has broken the rules of the society into which they are conditioned (and been caught for it). They are in fact simply liberated from their social conditioning and likely no more or less of a fuckwad than you or I. Honestly, look into sociopathy and it's ties with Aspergers, Autism and ADD - you'll find some incredibly interesting reading that will likely make you rethink how you approach interactions in games like DayZ.
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Exactly the same can be said about the treatment of the OP and the OPs treatment of the first hostile respondent! almf3: The community isn't all bad, don't be disheartened. Next time you play make sure you have your headset plugged in, as it's pretty much mandatory to survive in DayZ SA! The more fascinating aspect of it is the denial practiced by our peers about how this represents their mental state to the world. I work in the service industry and not a day goes by where I don't meet a customer and have a genuine urge to handcuff them and force feed them, then shoot them in the head. I am comfortable with this, as I know I won't ever actually do it - I'm appropriately conditioned to deal with all the wankers the world throws at me. However, put me into a virtual environment with no consequences, in which I've had no social conditioning...
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When you act like a prick in the game, it's not unreasonable for someone to walk away from your encounter with them thinking you are a prick. Regardless of how you justify it, when you connect to an online game you are connecting and having interactions with other human beings. How you act matters and in a very real sense is representative of your psyche: Just because you draw a line between what you find acceptable to do to a human being in virtual reality as opposed to reality doesn't have any impact on your personal mental state, nor does it change the fact that you are hurting another human being. Don't delude yourself; all that shows is that you have received the appropriate social conditioning to fit in to the culture in which you live. There is no such social conditioning available on the internet, hence the predominance of complete and utter twats!
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Thank you for the kind words WolfgangF. It's clearly not my original idea either: As the title implies, I stole it entirely from CCP Games! It's been a while since this post surfaced to the top of the pile, so I'm ashamed but honest enough to admit that I responded to bring forth further discourse on this point. TL;DR - bump!
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To the OP: The real dick bag in this story was the admin of the server you joined. S/He was well aware that Bohemia Interactive do not permit "friendly" servers (they keep a very tight leash on who is allowed to host; there's no downloading the server files and running your own server!*). They tricked you with the name of their server: It was all a ruse to get them some cheap and easy kills from naive players - I'm genuinely sorry. You see the same thing with people making server marked as "24/7 Night server" to discourage people from joining... even though the server list shows the time on the server as 10am! If you come across servers like these again, report them. There's a thread around somewhere with instructions on how to do this. I could not disagree with this more: If you feel inclined to punish people for fun, that's known as Sadism. Christians and Judaists think this is a bad thing (possibly other cultural groupings too), but I'm personally more open minded about it. However don't delude yourself into thinking that the shitty things you do in make-believe aren't representative of your mental state - and if you allow yourself to be introspective (as I often try with post mortem sessions after this and other games with strange themes), I'm sure you'll conclude that this is a mightily disturbing view into your psyche. To analogise, how would you react if you found your kids playing a game, and one of your kids had tied up the other and was force feeding them soda "for fun"? If you do a google search for it, you'll find there have been multiple studies done into the phenomena of internet trolling and cyber bullying and all of them have so far concluded that the behaviour patterns elicited are very much representative of sociopathic and psychopathic individuals. Most however conclude that having these outlets are actually a good thing as they prevent these activities from occurring in the real world!
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I see many suggestions appearing for features like death camera, visual logs like "X entity killed Y player with Z object" and other immersion breaking suggestions. Most of us don't want to see this in game as we like what we think DayZ is trying to be... but they do make a valid point: We currently have absolutely no way of knowing what's happened in gameplay terms - even post mortem. My suggestion therefore is the implementation of a text based combat log. This would be as simple as a .log file in your folder that is kept open (and hence cannot be opened by an external program!) for as long as dayz.exe is running. This log could record anything from your position on the map as and when this is confirmed by the server through what items you pick up and drop, when another player entered your "network bubble" and how/why you (or even other players) died. The contents of this log are not particularly important; the purpose here is to provide some information to the end user without breaking the immersion of the game. I feel this is most easily achieved by having logged information inaccessible whilst the game is running, forcing the player to close the client before viewing their log. Thoughts/queries/suggestions most welcome. Edit: Because it took two posts to prove that people on fora behave just like those in reality; they don't listen, they just wait for their turn to speak. TL;DR I would like to see a text log of what has happened to my character in the game, accessible only when dayz.exe is NOT running.
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Leaving logs only available to server admins (which might I add I am, and the logs there aren't terribly useful either!) leaves the possibility of admin abuse open: By also logging information pertinent to the client on the local side it becomes easier tracking down bugs, glitches and cheats. Take the following scenario: You join Server AYou get kicked from Server A for no reasonYou petition for the server to be taken downServer A's admin declares you were cheating, and provides a falsified log to prove itYou're up a well known creek without a paddle. With local logs, you at least have some form of corroborating evidence you can provide when in this situation. Presently, we have nothing - and to me that's absolute madness! Without logging, you can be damn sure that people will be data mining wherever possible to find whatever information they can to give them an advantage. You can cry about that until you're blue in the face, but people will still do it - better surely to head it off at the pass and level the playing field so that (as long as the client is NOT running) we can all have access to this technical information?
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No further comments? I for one would love to be able to find out why I died when trying to walk through a doorway after neither seeing nor hearing threats - as long as the immersive element is not lost!
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Original post edited to add the clearly required a TL;DR. I very specifically mentioned that if we were to have any kind of logging, that logging must be inaccessible whilst the game is running: This would mean you must completely close the game before you are able to view the contents of the log, rendering your complaint invalid - which isn't strictly necessary, as your complaint is actually a logical fallacy. I'm inclined to agree on the front of in-game logging and information on the player pane, as I enjoy the lack of information the UI offers me. However without access to the logs ourselves, inevitably we the playerbase will simply find a way to "sniff" what information our client receives, and this creates an arms race that the developers surely do not want... Hey, if I'm playing the logical fallacy card surely I'm allowed to use them too? :D
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As long as I can find a jerry can and a spade for my Ural, I'll be good.
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How's this for a compromise? We're talking about bolt action rifles only here, assuming weapon is already in the ready position. Mouse 1 Click: Fire Mouse 1 Release: Cycle Bolt This means that nothing actually changes from an ease-of-use perspective, but the option to refrain from cycling the bolt becomes available, allowing you to trace your shot when desired. Reload I feel should still be automated, but that's another debate :) This mechanism would require some code rewrites I'm certain, but it would also mean that genuine fire modes would be enabled in the client.
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Urban Camo Pattern for Military Clothes
mithrawndo replied to CGNoodlePot (DayZ)'s topic in Suggestions
I see no problem with further variants of existing equipment being added; This only dilutes the pool of military loot and does not have an influence on how commonly it is seen in the game.