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Everything posted by scriptfactory
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After many hours of playing I've realized one thing....
scriptfactory replied to pabloottawa's topic in General Discussion
This is why I play Experimental (with it's frequent wipes) exclusively. Until I find a good private shard I don't want to care about my gear. -
Lead Producer of DayZ says, "1PP is better"
scriptfactory replied to rickyriot's topic in General Discussion
Until performance is fixed I will stick to 3PP servers. 1PP with 20 fps = rage. -
I kinda feel that chernarus needs to be "blown up"
scriptfactory replied to 5mirkeh's topic in Suggestions
The map is big enough. Player interaction is what makes the game great. They could make it a bit smaller, in my opinion. -
Hacking is virtually non-existent. This bot does not work. Did you just search Google for it or what? XD
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World of Warcraft. Or do you mean first person shooters?
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The duping situation was never fixed. Now they also have a pseudo "item creation" hack that uses the loot cycling in some way. I don't know how it works but I was handcuffed by a (quite pleasant) group of 3 Russians that had Press Vests, M4s, all attachments, etc. They said they found the press vests in Pavlovo military base using this technique.
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We actually added a "hacking detection script" to our ego-shooter admin backend that helps our supporters detect hackers. Hackers are normally quite obvious in their behavior for this specific type of game. If someone is running around with an absurd k/d ratio, getting all 1-shot kills, etc. then we assume he is a hacker. But, again, this is not done automatically. We just flag suspected accounts for a support specialist to review.
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I just asked a co-worker. I was wrong. We are totally running rootkits as well, but in "user-mode" only. We don't have anti-hacking solutions that use a "kernel-mode" driver which it appears BattleEye is doing now. Sorry for spreading misinformation. I still don't like BattleEye requiring these permissions. From their website: "It's also true that BE can dynamically execute code streamed from the BE master server. However, it should equally be understood that such a feature does not indicate evil intentions."
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I work for a F2P game publisher that supports 3 separate anti-hacking solutions (2 for MMOs and one for an ego-shooter). Not one of them runs as a rootkit. Punkbuster is the only anti-cheat that I allow to run as a rootkit on my private PCs, and that is only because I have used them for years and trust the company. I don't care if Valve looks at my cookies. I don't care if BattleEye looks at my porn. I care that the shitty BattleEye client has access to my entire computer and if they get hacked their software (that auto-updates) could be easily compromised as well. This is my only concern.
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I can not be hacked at any time. I trust the software that I install on my computer. Any software that requires elevated privileges (like my anti-virus software or PunkBuster) I trust. Do I trust the BattleEye developers, not really. This does not make sense.
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There is a point to all of this and it has nothing to do with us "doing anything shady". Do we actually trust BattleEye enough to have this kind of access to our computer systems? In my opinion this problem is something the game developers should be address and NOT BattleEye.
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I agree that the primary effort should have been from the DayZ development team @ BIS and not BattleEye. This was an extremely lazy "fix" to a horrible problem. The fact of the matter is, this change will not get rid of hackers. It will only make it harder for them to do their work. That being said, at this point hackers are ruining my experience in DayZ. I will accept this if it really fixes the problem. BattleEye just better make sure they keep their fucking code secure. If they get hacked we are all fucked.
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If the game design team sticks with the realistic route every door will stay easy to open unless it is barricaded. They will probably add traps that can be disarmed from outside of the house in a selectable, secret spot (hoping.)
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The general spawn locations are fine, IMO. They should, perhaps, add many more of them around the whole coast. Also, you should spawn in a safe location. Buildings/vehicles/hospital beds.
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The future mod of Dayz SA that will become the new SA
scriptfactory replied to svisketyggeren's topic in General Discussion
That is why I put the general changes first. I think they are needed in DayZ no matter what. The other stuff is just a game mode. It doesn't mean everyone is forced to play it. It means it is my personal wishes for a Mod. I got the fridge idea from Rust. Garry is thinking about adding a cupboard item that blocks all other players from building within 30 meters of it. I thought this might be a way to simulate realistic territory claims like in Walking Dead where people can take over a whole prison without getting too magical. DayZ is still a game and I guess the devs will encourage modding as much as possible. I guess what everyone is looking for is DayZ SA Epoch w/ 1000-vehicle servers and gold traders to help the server admins pay for their ridiculous server fees. Not me. -
The future mod of Dayz SA that will become the new SA
scriptfactory replied to svisketyggeren's topic in General Discussion
Here is a game mode. "WalkingDeadZ" General changes Add weapon slings. No magical weapons floating on back.All walls are unbreakable. Bullets can still penetrate (and wound players) to a realistic, reduced level.Global season per shard. Can be checked on website. Alternate summer/fall/winter every week.Military zombies only spawn near military crash sites and bases.Social changes All items spawn with "Pristine" status and a fixed durability. When durability is depleted the item breaks (i.e. "Ruined").All repair kits repair from "Ruined" to "Damaged" status.Using workshop you can repair all items to "Pristine". All items. This includes vehicle parts and batteries.All players leave 1 km long tracks. 2 km in winter. Can intentionally sweep your trail.Players can see other players inventories but can only drag items into other inventory, not out of it.Extend the range that inventories can be seen when looking through house/vehicle windows to allow safe trading.Every character gets one permanent key per shard.People can take your key.You get a new key on respawn.Placing food into refrigerator in a house binds all door locks to your key.Your friends can put stuff in your fridge to bind their keys to your house. You can do the same to their houses.When you die you have to gain entry to your house again and put new food (from your current character) in the fridge.Food decays at a steady rate while in refrigerator.No one can spawn in a house with bound locks. No one.Zombies automatically spawn nearby when breaking/picking bound locks.Picking locks takes longer (1-5 minutes, shard setting) but spawns only a few zombies.Breaking locks is almost instant but has the chance (50-100%, shard setting) to spawn a horde.Bounty system Every player can create a faction.Every server has a Governor.The governor always holds the key to the Green Mountain gates.No one can spawn inside of Green Mountain fences except the Governor. No one.To become Governor you must kill the Governor.In other words, the Governor's key automatically binds to all doors in Green Mountain when killing a player with his key bound to Green Mountain.The server admin can also reset the server Governor position once per week. After the reset, the first player to grab the key from the top of Green Mountain tower is the new Governor.The Governor can set universal currency once per week.Players can set bounties.Add a wanted board outside of Green Mountain gates to show a list of all recent players/factions (24 hours) sorted by kills.Use in-game item (e.g. bullets, cigarettes, motorcycle helmets) as currency to place bounty on players or factions.Collect bounties by bringing wanted players (or their head) to the Green Mountain prison cell.Players can use a radio to check if a living or dead player has a bounty. Dead players are worth a quarter of the bounty.The Governor gets a cut of all bounties that are completed (10%). If he turns in a bounty himself, he keeps the whole thing.Global chat is possible from Green Mountain tower.One airdrop can also be called in per day. The Governor can decide if he wants military grade food (e.g. MREs), general resources (clothing,tools,chainsaws) or weapons. Only a few rare items are delivered.Hex player marker with faction icon displayed for known players within 50 meters. (Can be disabled via shard setting or in-game menu.) -
Would you like to see a snow zone and a radiation zone?
scriptfactory replied to HEV's topic in Suggestions
I really like dislike the idea of seasons unless they are global per hive. Stable weather effects make gameplay so much more predictable and, in my opinion, fun. I would love it if all lower areas of the map were warm with a chance of rain and the higher portions of the map were extremely cold, reducing speed and dramatically increasing the rate that calories are burned. A bunch of weapons and ammo could spawn in the coldest locations making it worthwhile to get mountaineering supplies. -
DayZ 0.5 first impression after long break
scriptfactory replied to Zing Freelancer's topic in General Discussion
Is this true? Bows were useless last time I played. -
Every player in A3 has a unique identifier. I assume it is the same for SA. Steam IDs are not necessary. But I agree. An identification system is required for ANY of this reporting stuff to work.
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This is 100% not true. Duping is not possible in WoW.
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This is exactly what I am saying we need for self-policing. There is no way to track (or report) bad players. People can just jump from server to server to continue their deathmatch. People can put on the clothes of someone else or just change their avatar. There is a complete lack of player accountability and there is no way (even on private servers) for people to report or punish egregious behavior. This is, I believe, by design. It is not fun, in my opinion. Nothing about the current DayZ deathmatch is fun. It wasn't fun in Mod either. I'm going to try to break down your post a bit: I am aware an emotion system would be fallible. It wouldn't need to be perfect. It would just need to convey a basic set of emotions based on player actions. The point is not to decrease KoS but for people to realize that their in-game behavior might have consequences at some point. KoS is not a problem until it becomes the core and focus of the game. If I wanted to play a deathmatch virtually every other games does it better than DayZ.Common goals will not encourage interaction between randoms. I feel this is the thing I am missing most in DayZ. It is also something that I experience much more often in games like A3: Breaking Point, perhaps due to their party system.Lack of bullets or weapons will not stop KoS or even make it more infrequent. I wish people would stop saying this because there is no evidence (emperical or otherwise) to suggest this is the case. Based on what we have seen in other games in the genre what you are implying is simply not true. Plus, shooting people is fun. I wouldn't play this game without guns and bullets. The guns aren't the problem, lack of player accountability is.A persistent emotion framework would allow for people to get a basic inclination as to a player's proclivities. "Is this player a murderer" rather than "is a player good". "Does this player generally help others" rather than "can I trust this player". "Has this player seen some shit" rather than "is this player a liar". It wouldn't need to be perfect. It would just need to cause players to think about their actions ahead of time. I would, personally, rather not KoS another player if I knew it would make me seem like a rampant murderer. I mean, I would still kill if I needed to but, right now, I will just shoot someone in the head for fun. I can do this because no one will ever know.The best solution to all of this is to simply make a global bounty system possible via in-game items but I fear this would require some kind of global economy. But letting players decide who are the assholes and the heroes would be awesome. Sorry for any typos.
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I totally agree, dude. The only problem I see, right now, is that SA offers nothing to combat the griefing and KoS behavior that also plagued Mod .I believe the game should either offer an "emotion framework" that offers players a baseline for judging other player behavior or offer in-game items (safe trading, bounty system, etc.) that allows players to regulate this behavior themselves. The way the game plays out right now is, in my opinion, absolutely not fun. By "emotion framework" I mean a system that offers players a way to tell what activities a person has done in the past. This would need to be persistent and as unobtrusive as possible, which is why I suggested ambient music for conveying emotional state. It isn't about hero vs. bandit. It isn't about trusting this person or not. It is about, what exactly has this person done in the past? If people could detect that you are a wanton murderer or a cannibal I think player behavior would change. "What have you done? We've all done somethin'." --Rick Grimes p.s. I would rather have an in-game bounty system or whatever but I, personally, feel this is something that would be less realistic than a simple emotional framework. It would require magic to share bounty information cross-server.
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If players had a way to do it they would. That is kinda' the point, right?
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What I was trying to say is, if a person has no kills then they are inherently not a KoSer. It doesn't mean they are not working with KoSers or haven't tried to KOS but they haven't actually KoSed anyone.
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But there is a way to tell if someone is NOT a KoSer, right?