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Your DayZ Team
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Everything posted by rocket
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Fair enough: You guy's dun gone broked the tents! Basically, there is an issue with tent number 1 million + because the ID is being stored wrong by the database. Fixing it, for this update. Will go on the changelog once confirmed.
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Out-of-bound respawns now get set to random spawn on the beach. It's not perfect, but its a start.
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I think it's more a question of prudence really. These kinds of issues could delay the standalone, I don't want to delay it. I think that feeling quickly leaves you :) But I see your point. Content isn't really a huge focus with the mod at the moment.
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Target is Wednesday. May slip as I can already see some changes I need to make, based on some good feedback here. We won't do it on Friday. So that means either Wednesday, Thursday, or Monday. This is something that is mainly done through BI and BattlEye. The mod itself can now do little more to combat this, without impacting severely on the players performance. It is a source issue, not a mod issue. I've already cleansed the mod of non in-use classnames in the last update, beyond that the mod's work on hackers is minimal. BI and BattlEye are working on it, confirmed, with every update.
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Your client will receive all the data it needs to start itself, but it will tell you it is waiting X seconds before executing due to the logout timer.
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You can no longer respawn, as it says in the changelog. Suicide may be possible with a firearm, I am just checking to see if it will cause me to end up on CNN or some random politician somewhere will end up blaming me for a string of suicides. I'd rather not be sued, be on CNN, or responsible for people killing themselves.
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Like I said, it's only part of the equation to solving it. The main effort of this update is to log data. Secondary effort is the cooldown, and the "5 second survival of character on logout". People read the parts of posts they want too... and ignore the rest... le sigh....
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Like I said above, I'm just logging right now. Once we have a better picture of things, based on millions of records, we can better assess the next move. This is an example of why this experiment is so powerful, because we can gather all this kind of data and sure we have a good solution. ALT-F4 will be a work in progress system with no rash implementations, it will take many hotfixes/patches and probably continued dedication through-and-into a standalone product.
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Lets not escalate my comments about the login/logout system... I'm just implementing LOGGING at this stage, it is going to collect data. Nobody will be getting banned right now, so if people could avoid panic right now that would be quite good.
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I accept it is going to be a, well, bitch. But we need to see what affect this kind of forced spawn will have on players. It will make dying more significant. We need to see what response this will actually have with the data, not just the QQ from people on the forums. It is like previous updates where we had to try controversial things. This update will, unfortunately, come in before we have had a chance to look at group spawn mechanics.
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I think the mod will continue on, unless there was a compelling reason not too. Certainly, right now, it is critical to the success of the project. WarZ isn't a game, it's some "concept level" screenshots and some bullet points. There is really not much to react too. I was more supprised at the name choice, given that Paramount just trademarked "World War Z" for a video game, and WarZ project has not trademarked theirs yet.
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Login is only recorded when your client broadcasts a "success" message to the central server. Logout is only recorded when you use the "Abort" menu item. On a server crash - you will have no "logout" so your login will be ignored. On ALT-F4 - you will receive a "disconnect" entry, affecting your reputation. On a client crash - you will receive a "disconnect" entry, affecting your reputation (over a period of time). You can use RPT files to ask for a manual review.
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First step is to record. Second step is to test those results against algorithms that I have been developing. Third step is to write new (better) algorithms when I realize the first ones I made are crap.
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It's not hush-hush. I just won't say anything unless it's confirmed, and I have something worthwhile to say. I could make all sorts of grand statements, and make some cool concept art, but it would be dishonest and ultimately pointless. I've already confirmed that it is a certainty it will happen, that much I know. It is just a question of timing, to which I said I believe we will have something to release (as in, standalone) very soon. Previously I have stated I couldn't see why it wouldn't be before the end of the year.
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Yeah I guess :) My point really, is the most important one I want to make going forward. I could spend 4 months hacking a system that kind-of works for the mod, or focus on the experiment here and deal with those issues as part of a standalone in the source. Some issues are best dealt with at the core, some of these issues are ones that should be dealt with standalone and not as part of the mod. With 800,000 uniques, of which over 200,000 played in the last 24 hours... there is a point at which we have to say "lets do what we can with the mod" but at the same time put aside issues which are not expedient to deal with at the mod level.
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Just need some config changes and then helicopters will appear on the changelog. Expect it, but as always, it won't appear on the changelog until it is done and confirmed.
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It was a big ambiguous, so I've changed it to better wording: * [FIXED] Infected cannot hear weapon firing (now they actually hear again)
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I have it almost all ready to go, but I'm awaiting feedback on whether there would be rating issues associated with it, such as demonstrations at Gamescom.
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I didn't reduce their hearing, I fixed it. it was a bug, bought on with the new system. This bug has been fixed (for firing sounds).
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Done. * [FIXED] Clothing no longer spawning (now it spawns as it used too)
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Each character that is created fills the database, and takes up server load. I would be more inclined to allow you to select a spawn area, rather than die-live-die-live. I haven't considered allowing spawn selections, this type of issue will be dealt with as part of thoughts around group player mechanics and the establishment of factions/groups.
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That is the aim, that hive-reputation, once implemented, will be a public indicator of automated review at the database level.
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It would start too, and it would warn you. What we have found from previous data sweeps is that if someone is conducting one "anti-social" mechanic, they are tending to do others. I'm designing some algorithms that will hopefully reduce the number of false-positives. There will be some, therefore we will need to implement a way for players to check their status online, so they can raise tickets for a manual review. This is going to take some time, but in the meantime - 5 second alive after disconnect + cooldowns on multiple logins should have some effect.
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I am experimenting with adding back the 5 second "alive in world" mechanic that we had before. This should also be there, in addition to the tracking of login/logout.
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The approach we're taking is to look at a players previous data when they are authenticated. If the server see's clear evidence that a player has been doing things that they are not allowed to do (such as large quantities of ALT+F4, hacked weapons, teleporting, spawning, or anything like that...) then it will either warn the player of their status, or prevent them from being authenticated. We need to add a new feature to the site that allows the player to review their personal data, so that they can check their Hive reputation, and ask for a manual review where they consider something is in error.
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