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TyrDaishi

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About TyrDaishi

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    Helicopter Hunter

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  1. TyrDaishi

    [Suggestion] for manual server restarts

    I might claim that my position has nothing to do with what you propose it does and that I'm not willing to confirm or deny such a position. I would however point out that from both, being a professional administrator for diverse server environments, and for reason of simple logic I don't see any disadvantages and only advantages to my innocent suggestion. At best any disadvantage one could claim would be a minor nuisance instead of an argument against such a policy. I might also point out that this argument would not hold true, and doesn't have to on any reasonable bases, the moment this system changes to a moddable open platform.
  2. Hi, for obvious reasons I would like to propose two changes regarding server management: 1. If the server is restarted (not crashing) an automated message should appear what is causing the restart (e.x. scheduled, admin initiated aso.) 2. If a server gets restarted a 5 minute delay should be implemented between issuing the command and the actual restart.
  3. TyrDaishi

    Stable Branch 0.61.137517

    Baty... not only did you release stuff on time but you did it before it was scheduled. That makes you the real BI unicorn riding into new territory ahead of your colleagues.
  4. If that is indeed the case I can only repeat myself: The person who decided this has a poor understanding of market dynamics and how consumer decisions are formed. To express personal opinions like yours are well within the rules of this platform and simply excercising your right to the freedom of speech, well within your rights considering the given rules of this forum (as mentioned).
  5. Guys... if you think that the market value of a few hundred cheaters that buy multiple copys of a game is more than the total market value of the costumers that will buy a game only if it is relativly cheatfree you are way off the track. Also given the total amount of money that was already made by selling the alpha it doesn't hurt the company one bit to pay a few bucks to make the game harder to exploit. If you spent more you save more in taxes, so why not doing it for the right thing ;)
  6. I meant it in quite the opposite way that you describe (mentally insane is a phrase that I wouldn't use in this context anyway). I'm saying that I trust people enough to acknowledge that cheating is not giving them an real advantage (or skill(set)) or will enrich their personal experience but will instead make the game dull and boring within a quick timespan. Because you obviously can't enjoy the game in an engaging, immersive and deep experience if you cheat. Someone who doesn't understand this is maybe measured below average IQ, but not insane. If they personally enjoy the game more because they cheat, well good for them really. But as you might know, expectation versus reality is a big letdown if analyzed correctly, because despite the wishes of many cheaters there is seldomly the reaction they think they inflict in others. That's just not how human nature works. But instead of doing evidently seemingly freudian analytics of human instinctive behavior maybe we can return to the essence of my initial question. In a time where the individual needs fueld by capitalistic suggestions comes before everything else moral discussions are unfortunatly pretty much irrelevant. Because that is where I draw the line between the aids you described and cheats, from a perspective of morally acceptable or inacceptable behavior. The everlasting problem here, of course, is that their are as many opinions as assholes on this planet and the good old world with black and white faded away pretty much completly in the last century. My most objective argument about the topic would be that the creator of the virtual world we are talking about don't allow cheats by their rules, while the other aids are generally and openly accepted. Because the Authority about this lies by the creator from a legal standpoint of view after all. As much as I enjoy such discussions anyway;)
  7. Well obviously too much talk about hacking can potentionally scare away future costumers, but if that would be the reason I would be really disappointed in bohemia interactives marketing department. After all strategys used and celebrated by big names like edward bernays or joseph goebbels are lying 70 years in the past now. Even the ideas still celebrated in the 60ies and 70ies regarding the "dumb consumer" are 40 years in the past. In the everlasting change of the consumers market in capitalism I consider this line of argumentation invalid. Remember: buying a "certain" product is a way of "expressing" your "individualism" in modern days society. Reading about hackers won't change a damn thing about that. I know you will take that line with the grain of salt it deserves ;) [EDIT] Also the offered product is so niche right now that there is no need for concern. Oh and not to forget that every product that slightly resembles Dayz has the same problem regarding cheaters.
  8. I personally think that it is idiocrazy to think talking about hacking will produce more hackers. You need to have certain specific personality traits in a individual that he even want to / or will use hacks, and the risk of exposing information about hacks leading to actual more hackers is slim to non existent (At least in my personal experience). Also if you want to consider persons who will write hacks those skills don't require the input of a few posts about the topic to enable them to do so. If I don't get a lot of feedback the reasons can be, obviously, manyfold in nature but I wouldn't have created this thread if I didn't wanted to use it, at least to a certain degree, as base to decide my future cause of action. Arguing over the usefulness after I already did it is quite pointless.
  9. I didn't ask for a statistic, I asked for individual experiences as for I'm aware that this can't be accuratly measured. If you want to make assumptions at least try to base them on what was actually written.
  10. I'm especially interested in antihack measures regarding esp hacks. I'm sure hackers read this forum asd well, so be at least so fair to imply if those hacks still work, thanks. Maybe the playerbase that plays on private shards now can talk a bit about their encounters with hackers on privatly managed shards. Are they getting banned effectivly? Is it even possible to detect esp hackers? how many did you encounter?
  11. TyrDaishi

    The 'war on snipers'

    "It is" is a shitty response btw. Where is the factual proof? So is their a formula for this ? 20 meters above target equals less drop equal of 10 mm in scope or something? And will the range finder take this into account and give the correct distance to the target or will the range finder only work on the two dimensional axis yx ?
  12. TyrDaishi

    The 'war on snipers'

    Before changing the actual shooting other things need to be changed imho. See my past posts in this thread. Quick question: Are height differences (hence the angle) taken into account at all while shooting in the current versions of dayz / arma II?
  13. TyrDaishi

    The 'war on snipers'

    I'm under the impression by now that many who are saying they don't want sniping to be easy are just lazy and want to loot the airfield without risk or care. People who don't even want to snipe or never did. And the second kind of people who are saying it's too easy... Well could it be that those "snipers" are sitting in a bush 200 meters from their target? Because hitting a moving target 800 meters away, sometimes even a static target is NOT easy in Dayz. Serverlags, glitches, high ping, exploids that give you so much armor that a player can take up to 7 mosin hits (actuallyI never encountered someone like that I just read that here in the forums somewhere) are making it fairly difficult to hit players as it is. Just yesterday I shot at someone at 800 meters (I knew the distance was correct because I shot from there before) 10 times while he wasn't moving at all and he just didn't die, I couldn't even see that I hit him ONCE. Which never happened to me before in several 100 hours of gameplay. Even if shooting is not "realistic" in a traditional sense due to the limitation in computertechnology it can be anyway. So there are different kind of "obstacles" one has as a sharpshooter in dayz. Also I don't think the dispersion is so high that 10/10 shots can be a miss. Maybe a visionbug I dunno. [edit] Also: Even when you hit someone with the first shot often enough he is alive and will just run off into the woods. The map is designed pretty well and it's not possible to get off a second shot before the target disappears.
  14. TyrDaishi

    The 'war on snipers'

    Exactly. And what sachiel said is also dead wrong. It is true that arma III deals with grass in that way that you sink more into the terrain, it also is true that making players more translucent is another way to hide players better at distances. The mod I referred to however created a simple overlay using the actual cover the player has and combined the actual "picture" of the gras with the "picture of the player" and combined both to a certain, adjustable percentage. It's not perfect but a pretty damn solid way to better hide characters in the distance without losing the feature to take the amount and nature of the cover into account. As far as I could see it it works pretty well. In dayz however, if you wearing the proper camo and can't be seen when another player is up close to you, he can easily discover you from a distance because your colours suddenly appear to be extremly bright green/ near neon yellow. which is annoying.
  15. TyrDaishi

    The 'war on snipers'

    Before the actual shooting gets harder to manage it would be only fair in my opinion to give a sniper better means to hide then. In a fixed map with fixed terrain and hundreds of people who memorized the map it is very difficult for a sniper after some time to stay hidden. So adding better features to hide should be a given. That includes: not being able to see charactermodels in the distance so easy because no grass gets rendered. LRWs with functioning silencers. Maybe the function to cut down gras with a sickle. Scopes that have proper distance measuring like mildots. maybe ghilliesuits. Proper camo for the rifles. This should include switching the gras for the current terrain. Mods for ArmA III are existing that adress problems like that already, so it can be done. After those changes the long range shooting can be adjusted to be as hard as can be.
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