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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    500 second wait timer? Rant @ devs

    Maybe you should L2P and not camp for so long. I have never experienced this.
  2. scriptfactory

    What's the current hacking status like in DayZ:SA?

    Then I guess you just don't see it. If I was a BattleEye staff member I probably would refrain from making comments about desync when so many users are having problems with hackers and exploiters in this game. But you are different so I shall leave.
  3. scriptfactory

    Why wont people play in the night ?

    Last night I turned my gamma up on a high-pop server, ran to the cliffs above Svetlo, pulled out by binocs and watched the noobs with their flashlights get taken out by exploiters. There is a reason so many people hate playing at night.
  4. scriptfactory

    What's the current hacking status like in DayZ:SA?

    Don't go. It is a bit insulting that you "assume[d] that many hack-like situations were indeed caused by desync" but your presence in this thread is appreciated! At least by some of us. :D
  5. scriptfactory

    What's the current hacking status like in DayZ:SA?

    Please don't assume anything. I have just stopped reporting hackers and I suspect many others are doing the same. Someone teleported to me on top of the apartment buildings outside Cherno and tried to attack me with a Fire Axe. When I pulled out my crossbow he disappeared. I didn't see him again. Edit: This happened to me last night @ around 11PM CEST on a high-pop server.
  6. scriptfactory

    What you can't see, shouldn't be rendered

    More than know. Occlusion culling is already implemented into the game client according to Rocket. I suspect that the RV engine isn't that aggressive with it, though.
  7. scriptfactory

    BattlEye Global banned

    I have seen more players than before being banned for Gamehack #140. If this is a false positive then the BattleEye staff should be able to help you out. If you were hacking then you deserve to lose access to all of your games.
  8. scriptfactory

    Log in Timer Poll

    This login timer system needs to be scrapped. The reason it exists are three-fold: 1. It is a huge performance strain on the servers to load a new character. 2. Campers complain about ghosting and combat logging. 3. Server hoppers take loot from "legitimate" players. So how do we fix these problems: 1. To fix the server performance problem add a queuing system for player logins. Make the player priority based on the amount of servers they have recently logged in on. 2. To fix ghosting save player location on a per-server basis. This would approximate a private hive system on a global scale. To fix combat logging prevent logging out in a player is detected to be in combat. If a player is shot at or shoots another player make sure their characters stays on the server for at least 5 minutes. 3. To fix server hoppers see #2. Just my opinion.
  9. scriptfactory

    Alright, I am finally concerned about the standalone

    The "netcode" problems with BF4 are extremely minor compared with the problem in "netcode" with DayZ SA and are caused primarily by a low tickrate on the server (10hz). Again, I am only saying that there is no way that SA has better hit reg and less rubberbanding than BF4 in its current state.
  10. scriptfactory

    Who likes the login timer?

    I think it also has something to do with server performance. But, yeah. It is much easier to wait 500 seconds than it is to run across the map.
  11. scriptfactory

    Alright, I am finally concerned about the standalone

    Please stop with this nonsense. I play BF4 on a regular basis with no issues. And when I say no issues I mean I my entire play experience is bug free. I love both games but what you are saying is untrue.
  12. scriptfactory

    Who likes the login timer?

    I don't think you are thinking about this in the correct way. You aren't actually "fast traveling". You are moving to your previous spawn position on those servers. In your example you are imparted with no benefits. This is a big difference and should be recognized. You are wrong on this. Controlled spawn locations are a verified feature. Let's leave it at that. :)
  13. scriptfactory

    Who likes the login timer?

    This wouldn't be fast travel. You spawn location would be set per server. Meaning, if you wanted to server hop to multiple airfields you would have to run to the airfield multiple times. The potential for abuse is MUCH less than the system we currently have. Developing a system for determining if a player is trying to spawn into a barricaded structure is much more difficult than simply not allowing users to spawn in the same location on every server. Think of it like playing on a bunch of private hives but you get to keep the equipment you are carrying. I am fairly certain this is exactly what Rocket has planned for cross-server clan battles. Saving the character location on a server (instead of global) basis has many benefits for a system like this.Example: All clan members wouldn't be able to group up on their home server and simply log into the server from the clan they are trying to raid. They would have to plan an extra 15 minutes or so to regroup on the new server before executing their raid. http://forums.dayzgame.com/index.php?/topic/182275-dayz-at-rezzed-2014-dev-sessions-livestream-roadmap/
  14. scriptfactory

    Who likes the login timer?

    Then you join another one of your regular servers where you will (probably) already have a spawn location set. Barricading is planned. Check out the roadmap from Rocket. Controlled spawn locations are planned. Meaning you will be able to set a spawn point so that when you die you will always spawn in a fixed location.
  15. scriptfactory

    Who likes the login timer?

    So rude. If your server restarts you just wait until it comes online again. It should take no longer than 5 minutes. You would respawn at the same location. Once controlled spawn locations are added there will be even more issues to tackle. With the current system I can logout on one server and log into your barricaded building on another. There is no such thing as "end-game" loot and there will be no problem with spawning around the whole map one controlled spawn locations are added. Imagine spawning next to NWAF only to find out it is controlled by a clan.
  16. scriptfactory

    Who likes the login timer?

    Spawns should be spread over the entire map. If you want to log back into your "safe bush" stop server hopping.
  17. scriptfactory

    500 second wait timer? Rant @ devs

    How about no more timers. They should come up with a lasting solution that doesn't involve your character being a sitting duck when you are offline. Something robust so that doesn't allow logging out to be exploited by cowards (e.g. those that take shots at people, get scared and then log out) but doesn't affect the vast majority of players.
  18. scriptfactory

    Who likes the login timer?

    This would negate the benefits of a global economy and cross-server clan battles. They should just make player location save on a per-server basis. If you go to a new server you spawn with all of your gear in a fresh spawn location. Server hopping and ghosting fixed.
  19. scriptfactory

    500 second wait timer? Rant @ devs

    I hear a lot of complaining about combat loggers and ghosters. I used to get frustrated by this behavior as well... but it I have been frustrated way more from these timers than I ever have from someone combat logging so I couldn't kill him. I am pretty frustrated with the current timer situation. Really not cool.
  20. You know this speaks more about how bad the BI team is at map building, right? There is no reason that building a map the size of Chernarus should take 5 years. But you are correct with the fact that game development usually takes some time. Normally, though, by the Alpha stage the game is very close to begin "feature complete", even if a lot of those features are just placeholders.
  21. scriptfactory

    Who likes the login timer?

    The timers need to be removed in favor of a more permanent solution. I have a full time job and can only play about 1-2 hours per night, a few nights per week. Getting kicked from a server and having to wait over 5 minutes to play a game just makes me want to play a different game. That is definitely a good attitude to have! :)
  22. scriptfactory

    Claim an abandoned building

    Agreed. Nothing in DayZ should be safe. A lock should only provide a temporary nuisance (basically to protect against people just running inside your claimed house. But once they add traps and barricading it would be feasible to safeguard your loot like in "The Castle Doctrine".
  23. I get what you are saying but that isn't a good excuse. This is why it is so important for a project lead to make sure accurate deadlines are set by his team. Occasionally people will miss targets but when you find yourself continually pushing deadlines then there is something wrong with your workflow.
  24. scriptfactory

    Claim an abandoned building

    I had a similar idea a while ago. It would be nice if they could add a feature so every user can craft one lock per server and you can use this lock on doors, backpacks, yellow boxes or whatever. Ruined locks would be unusable/ineffective. If you ever created a new lock all of your other created locks disappear or become "Ruined". They could add a lockpick mechanism that would gradually reduce a locks status to Ruined. I think it would be cool to see clans take over the apartment buildings in Berezino, for example, and have other clans come and try to raid their apartment building.
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