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Everything posted by rocket
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For transparency purposes, I will explain why I have issued a Ban. I don't see anything constructive in this post, nor in fact with many of his posts. As such, I've issued the permanent ban. I'll lock the thread but leave it up.
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lets not elaborate, T.Penn, you don't seem to be enjoying either the mod, or the forums. My recommendation would be that you leave and find/do something else that you do enjoy. If you aren't interested in doing that, please don't come here trying to ruin other's enjoyment or stir up trouble. I don't like locking posts, or issuing bans - so i will leave this one open. But I would request that people leave this be, and I would request that T.Penn go do something else that is enjoyable to him and also does not involve disrupting me and/or others.
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Good ideas but remember, much of what is suggested requires changing the core game which is not possible, difficult, or fraught with unintended consequences. DayZ is a modification of ArmA2, this places significant limitations/dangers around what can be done.
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Fix Server Hopping/Quick Leaving (Borderline Cheating)
rocket replied to wattle's topic in DayZ Mod Suggestions
Obviously this exploit needs to be fixed. I'll try to add something ASAP, its probably not going to be perfect on the first implementation but we'll try something and see how it works. -
That means "disconnection punishment is in effect" If you disconnect, you will be forced unconscious for 3 minutes while it is active. It is an attempt to control disconnection exploits. Currently it is local to the server, the code has been developed to roll it out between servers but it has some bandwidth and server query impacts that are undesirable so it will wait for Joel and new Matt to finish rewriting my C++ app into something more agreable.
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Currently I am the only one working on the in-game code. That means, whatever work I did on coding in a PVE/Coop server, would come directly out of the development of the current system. It would also mean balancing of existing/new mechanics would need to be considered from this new standpoint. As I have said before, I'm working on consequences across the board to all actions. But we're unlikely to "punish" people who shoot other players, because that's out of scope of the project.
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Some kind of variance in zombie spawning, similar to the proposed rage system was put forward at one point a while ago. There are a number of technical issues that prevent screwing around with zombie spawning. I even did a small technical exploration of the concept - but we found it had the unintended consequence of actually hurting those around the "raged" player more than them-self. The mechanic was abandoned. Indeed, we've been talking about abandoning the bandit/humanity system because its proving to create a number of technical issues for little benefit. To summarize the whole thread (hopefully). I think everyone can agree theres room for some exploration. The likely solution is not going to be too strong, for reasons of both motivation behind the mod and technical limitations (remember: this is a MOD not a GAME, there are significant limits on what can realistically be done).
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Also, I've only been working on it since January (I am sure the other guys on the project will remember the first tickets they created for suggested concepts!) - either myself or others may take elements of the project once its matured, and create other entirely different concepts perhaps significant better. The decisions made I always anticipate will be replaced and superseded by better decisions in the future, either from myself or others. But, there is a time and a place for everything. The time now is to see where this concept goes, in line with the motivations that drove it.
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I'd already answered the suggestions about coop servers with the reason why its not possible, and the reasons it is not in the scope of the project. But I felt that, as a courtesy, given the passion and strong reasoning with which people were requesting this - they really deserved me explaining my motivations a bit more, however misapplied or incorrect my motivations may be - I felt people had earned the right to know them.
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Lets not let this thread (about patch 1.5.2) turn into a Linux vs Windows thread Fact: Linux cannot be used as the server executable does not support named pipes Fact: The SQL database is neither Huge, nor demanding. Databases are designed to handle much, much more than DayZ could ever throw at them. Fact: The sync application is a 75kb executable, and uses very little bandwidth and virtually no CPU
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I'm not sure what a "Hamburger helper" is, and the definition of art has existed much longer than the definition of "troll".
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This isn't really a game. Maybe a real game, from a studio, will come from the concept. For me, this is art. My intention was to generate real human emotions: high on the list was frustration, being pissed off, and a general distaste for some elements of society and what happens when the shit really goes down. If you're fed up, frustrated, maybe even angry then I've done my job. I don't want money, fame, power from it. I've achieved precisely the effect I wanted even if you never play the game again, and hopefully made people think about a few things along the way.
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There are vehicles in the north. You just need to remember that I am a cruel, mean, sadistic son-of-a-bitch. Think like that and you'll find them in some cruel situations where problem solving is needed.
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Linux doesn't support named pipes for the server executable.
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My intention is not to run a simulation a Zombie Apocalypse, nor is it to train people to survive such an event. But my intention is to force players to make decisions and that the consequences of those decisions would spark off events that would create rich stories, generating real human emotions. Therefore many very small aspects or frustrations are deliberate decisions by me to force you to make compromises. Some of those are arguably realistic or not realistic - but what really mattered to me was the effect on behavior they make.
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Guy's cmon :) I end up posting the same comments in multiple topics because nobody can see my posts because they get swamped with all the insults and the bickering!
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As I said in the other thead(s). Originally, each building only spawned items once. Patch 1.5.1 accidentally implemented what you are asking for, and filled the world with empty tin and soda cans. I have never received so much email in my life, than I did after patch 1.5.1. Idea's are a dime a dozen. While I like hearing people's idea's - anyone who works in the game industry knows idea's are useless. What matters, what get's people jobs, and what makes games - is defined game mechanics. If you are just suggesting balancing, be specific. But I don't see any defined game mechanics or specific balancing suggestions in here. Thesreyn raised the key issue here, game design is like building a card-house. Everything ends up depending on each other. Also, in a game world that has between 600-900 people playing at once, exploits are identified faster than I (even a whole team) can fix them. Balancing is a careful act of changing, but to change a mechanic entirely to a new "idea" is not something you just "do". It requires logic, with all the cases of that logic explored, otherwise it cannot be written as code. The current system has folllowed through from a game mechanic I defined and wrote out as logic. Loot is spawned based on building type and class, respawn is calculated based on time with a period where the building is empty.
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Can you see your body in third person? If so, then you have the WRONG dayz main file (dayz.pbo). If you are stuck on "waiting for server response" it means your client has created your character, but that character is probably null because you don't have the updated file. Hence when the server tries to authenticate a null player it cannot - and it cannot even tell you that you don't exist because it can't find you. Visit the site and download dayz 1.2.2, and try and join other servers.
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The flares disturbing your vision isn't a glitch, its deliberate. Most of what I added is supposed to be a balance of risk and reward, benefit and sacrifice. Please remember that up until last week I was the only person who actually coded/designed/developed on the actual mod itself. Only now have other people come forward to work on the project - so we simply do not have the resources to completely manage what each of the servers do. Rolling out updates is enough of a headache without policing everything they do. To address the OP statement, purely coop servers are not in the scope of this project. The reason for this is twofold: 1. It's not something that interests me 2. There is a limited amount of resources, so this is dedicated to one concept
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Several things to remember, The time is an approximation currently, based on game server time. If the server is running slowly this time also can. In future once the database is not so overworked we will track time at the database level. Also, it was only several days after the alpha release that time was tracked at all, this could be a character from before that.
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There is no power, the fuel pump don't work without power. Try having a empty jerry can on your inventory and go to the large fuel tanks near the pumps themselves.
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They are persistent. However, when the server is under heavy load it may take a long time to report updates to the database. I have made changes with 1.5.3 that will report much more frequently, in line with the changes made to player updates. Some will notice that even if unsaved reaches a huge value - it will still save everything on disconnect. This forced saving method is now applied to vehicles, and will be available in 1.5.3 HOWEVER - remember vehicles do NOT save while they are moving, due to the issues this would create. And also remember vehicles are local to the server they are on.
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Two bandit issue is a bug, I will fix that. Also, vehicle saving has been reworked for 1.5.3 so that it more efficient and in line with character saving. Currently it can take up to 10 minutes before a vehicle will have a chance at saving. This is addressed in 1.5.3
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Find car, its broken. Find parts, fix car. Car will save whenever you put gear in/out and or when everyone gets out of a vehicle. Also same for helicopters. Remember: people will kill you for your can of beans. What do you think they will do for a working helicopter?
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So how do tents work exactly now?
rocket replied to phisher34's topic in DayZ Mod General Discussion
All previous tents were deleted (as the tent was being duplicated 100's of times) with this release. If you have a tent bag in your personal gear, you can pitch a tent. Anyone can access what is in it. When you change the gear in the tent, it is scheduled for updating (unlike characters, which have both scheduled and forced updates). When you die, the tent stays but you can no longer pack it up. Only the character who created it can pack the tent up. In future, tents will survive a few days after their creator died, before being removed by the server but I'm still trying to work out how best to do this. Remember: anyone can raid your tent. So hide it. Also: Tents are LOCAL TO THAT SERVER. They will not spawn in on other servers. Soon to be released are underground caches which are invisible, a bit more secure to store your stuff. Also, sandbags and defences will be syncronized to the database also and persistent. So you will be able to fortify entire towns. However these will require maintenance so they can stay.
DayZ Hero