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Everything posted by Oompa
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DayZChernarus Vilayer Hive servers empty...?
Oompa replied to elmendatfc@hotmail.com's topic in Mod Servers & Private Hives
Because most ppl are playing Lingor/Fallujah on Vilayer servers. -
It's Lingor Island, he is therefore playing on a private hive. SUVs can be found without hacking, as they can be/have been added into the game by the admin. @OP: Fail
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Bioshock, 1 and 2.
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Lingor Island is Just a PVP / Glitch Fest
Oompa replied to dmagnusv@yahoo.ca's topic in DayZ Mod Gallery
Pshhht! Don't give away the secret of common sense for getting somewhere in unknown terrain. -
As this seems to coincide with our map switch (inventioncraft) I'm going to say this: The Hive data from the previous map (Cherna) is not automatically lost upon changing the map. Our admins have kept the old data and will probably use it when changing back to Cherna at some point. How other server admins handle it, I don't know.
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Currently we have animals roaming the woods and fields and pumps/ponds/oceans to draw water from. But water found, especially water from a pond with zombies in it (yuck), isn't clean and carries the risk of disease. Even the pumps wouldn't REALLY supply you with clean water, as they are quite often merely filled with rainwater and seldomly dug so that they reach clean groundwater. Also, living off of only meat isn't very good for you either. So here are my ideas: 1. There are tons of orchards and forests. I say, use them! Have mushrooms, fruit and berries spawn much as animals spawn. This will add realism, allow for decreasing food spawns and some variety. 2. Make raw meat edible, but with a chance of being infected. (People do eat raw meat you know) 3. Uncooked water from a pond or pump should also carry the risk of infection. 4. Make water boilable. Cooked meat and boiled water should have a far lower chance of infection (either none or miniscule). Perhaps make the food spoil? 5. Introduce an immune-resistance stat. This could be a stat made up of several others. eg. The immune stat could work like this, I guess: Vitamins(a /25) + Protein (b /25) + Drink (c /25) + Medication (d /25) - Neg.Inf. (e /25) = Resistance (f /100) (/x is the max stat, Resistance (50/100) would be a good base for the stat, neither increasing nor decreasing risks) Fruit would increase a, meat would increase b and so on. Drinking unboiled water or raw meat, being in the rain or cold would increase e. All stats would decrease with time. Medication could consist of Penicilline and work to treat disease as well as prevent it. A lower Res. stat could increase the chances of getting an infection from water, lower temperature, rain, etc. Diseases could be either lethal (high fever, festering wounds etc.) or just be a general nuisance (Diarrhea etc.) and make your drink and food deplete quicker. I know that this would be a whole new mechanic, but one that I think would fit in well with the game. What do you think? :D
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One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa posted a topic in DayZ Mod Suggestions
We have all of us experienced the following: We're chilling with with some friends, drinking some coke and frying some meat over a fire and singing songs. When suddenly some person starts shooting at us. The attacker may or may not have killed your buddy, who was sitting next to you, sipping on his coke and enjoying the fire's warmth, but he certainly tried to. So you have to take him out, but just as you are about to shoot them... the server says "coward has disconnected". And until now the only 'solution' people have oame up with is to introduce a 15 second timer. But I asked myself: "Will this timer really prevent the person who killed my buddy from dissappearing into thin air?" "No," I concluded. The reasons where as follow: - A 15 (or 20) second timer is too short. We're not playing WoW, people can hide. It might take you longer than 20 seconds to find that punk. - ^That is if you can actually devote the time to look for him. But you can't because he might be aiming his gun at you head that very moment, so you better be careful. - A longer timer would make d'cing in any situation dangerous because some punk could saunter up to you and shoot you in the head, in the time it takes you to d'c. - Now you might say: Why not have some sort of counter visible to other players, to see if he is d'cing? Same reason as above... it'll raise the probability of being killed whilst d'cing. None of the solutions using timers will truly satisfy our need for avenging our buddy, will it? So why not dispense with timers and use an entirely different mechanic? It's a little bit more complicated, but not by much. I have also read that the 15 second timer has been inspired by other games doing the same. Well the following mechanic is also inspired by a successful game. "Check for hostiles within a certain radius of the player and disallow some actions accordingly. " 1) Now to implement this in the multiplayer setting of DayZ, we would need a way to distinguish hostile from friendly players: a) All players are viewed as hostile by default. b) Players can form groups or mark people as friendly (the latter would require authentication by the other player, to prevent people marking everyone as friendly). 2) You cannot log off if a hostile player is within a certain distance of the player: Disconnect; IF (hostile player within r=1km of Player1) THEN CANCEL ELSE DcPlayer What this will cause in the grand scheme of things: - Players will have to flee you before being able to DC, giving you the chance to find them, chase them and avenge your buddy. - Players will not be able to log off in Elektro/Cherno as there are probably too many hostiles at all timess. - Server hopping in locations where other players are near would be near impossible (Elektro/Cherno/Barracks). => Probably less noob hunters too. Ah well. Potential problems: - Not finding a place to d'c: Finding a spot to relog should not be much of a problem as the area of the server is 225km², with a maximum of 50 players. That equates to a population density of 0,22 (4.5km² per player) and each player would only need 3.14km² (r=1km) without hostiles to log off (that is if you are playing ony our own). The distance is, of course, up to Rocket to decide. I just thought that 1km would be fairly good, which is why the example uses that. - Abusing mechanic to scan for other players in area. Prevent reconnection for at least 5 minutes after d'cing. That should stop people abusing it. Feedback: I am referring to leaving/joining the game map. For the other problem... a hybrid d'c could be used... one being safe and the other being rather unsafe. See this post and this one TL;DR: Upon d'c check for other (hostile) players, prevent d'c when too close. If the game should crash, or alt+f4 is used, use a punishing timer (a long one). -
Run through a forest and uphill... you will eventually outdistance them. You can also try getting out of view and proning/crouching away from your position.
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I KNOW you're an exploiter if you disagree
Oompa replied to TheMachine's topic in DayZ Mod General Discussion
Relying solely on timers is pretty crappy... better than nothing though, I guess. -
One try per cd-key!? Are you nuts!? The mod would literally have no players after 48 hours, a week at most. Are you also an idiot, or just pretending to be one? No one is going to ship you back to your homecountry in a box when EVERYONE IS DEAD! You ARE going to be stripped of all your belongings and will be left to rot, the end.
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Is Cherno and Elektro really that fun?
Oompa replied to Kalignoir's topic in DayZ Mod General Discussion
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Press ctrl+r whilst standing up.
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Tent city and protection ideas. Please give your opinion
Oompa replied to Thegoon84's topic in DayZ Mod Suggestions
Might just as well introduce placeable mines to make a minefield around your tents... that should deter raiders. -
One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa replied to Oompa's topic in DayZ Mod Suggestions
@KWilt: I said that the 1km is only an example and even with that, you need only head away from a town for 5 minutes. And you also completely choose to ignore what I said about friendlies. @murhis: What I am able to read from in between your lines is that you want to redefine the 'hostile' tag, so that it depends on actions taken. I'm up for that. How about firing a gun marks everyone as hostile to you, and you as hostile to them? Do you think that would work better when compared to defaulting everyone to hostile? (This would prevent ppl from d'cing upon hearing gunfire, I guess.) -
Wrong. He was contracted by BIS for Arma 3 as a designer, but that's it.
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People DC, change server, move behind you, reconnect & kill you !!!
Oompa replied to white-rino's topic in DayZ Mod General Discussion
Instead of asking for suggestions and not posting a thread without a suggestion, how about searching through the already existant threads? -
One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa replied to Oompa's topic in DayZ Mod Suggestions
@MuteMan: Not a full buddy system. I was thinking of something along the lines of: Press "p" in-game. Select player, set as friendly. The other player has to do the same with you, so that you are not regarded as hostile to each other. -
Fully populated night servers / More NVGs
Oompa replied to wordplayuk@gmail.com's topic in DayZ Mod Suggestions
Raise the the number of NVGs and you might just as well get rid of the day and night cycle, as it will effectively have no effect when everyone has NVGs. IMO it'd be more entertaining to get rid of NVGs but keep the NVG and Thermal scoped weapons, for some advantage. That would keep a marked difference between night and day but make the night servers more populated. -
One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa replied to Oompa's topic in DayZ Mod Suggestions
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I just made a suggestion thread on the issue of death dodgers... Perhaps some of you will like it ;)
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One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa replied to Oompa's topic in DayZ Mod Suggestions
Using a blanket timer able to effectively mitigate d'cing from combat and such, would blanket punish ALL players. I prefer punishing fewer players, even if it isn't their fault (I'm in that number myself, as my internet likes to give out). -
One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
Oompa replied to Oompa's topic in DayZ Mod Suggestions
I am refering to going into the lobby even. And the 5 minute relog timer should only be on that particular server. So you would still be able to join up with your friends on another server. To be fair... I hadn't actually though of that. A possible solution (that I can think from the top of my head) is a hybrid system. When using the 'disconnect' option the distance mechanic (ie. safe d'c) would apply. If alt+f4 is used or the game crashes... a LONG timer could be used (ie. unsafe d'c, if you gotta go, you gotta go... but you may die). The check for this would be fairly simple I guess... as a way for the server to check whether the d'c button was used or not could be implemented (server-sided log out?). -
I absolutely love the idea :D Thumbs up!