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morthrane
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What's the current hacking status like in DayZ:SA?
morthrane replied to RadikulRAM's topic in General Discussion
I wasn't speaking of the severity of the hacks, but the frequency at which they're occuring. Seen all those hacks in the mod and more. -
What's proper dispersion for an M4? Off a sandbag rest with a 16" barrel AR15, geissele SSA trigger and 4x32 horseshoe ACOG, I was able to make five shot groups at 100 yards under under 1 MOA. That's a circle less than one inch across. I see highpower competitors who have 20" bull barreled AR15s who can reliably hit a static mansized target at 600 yards... standing offhand, no support other than a sling. I also see mall ninjas at the range who struggle to hit a 50 yard man sized target with their $3000 AR15 variants. So what's proper?
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What's the current hacking status like in DayZ:SA?
morthrane replied to RadikulRAM's topic in General Discussion
I have to respecfully disagree, as the script kiddie encounters I've had in the last two weeks are orders of magnitude worse than anything I've seen in the mod. I've gone from having characters that last anywhere from 60 to 120 hours, to characters that won't last 6 hours before some script kiddie ESP finds and terminates me. There's no straw man here, this is empirical evidence based on personal gameplay. If others are experiencing the same... I don't know what to call your logical fallacy. -
Yes, I'm sure that its not a splint issue. The sway on a mosin, in prone, well rested, with a fully energized/hydrated/healthy player is insane. The spread is pretty ridiculous as well. The randomness of the sway is rather annoying too, if you're familiar with the idea of "natural point of aim". In real life, with a basic mosin with irons, you're still gonna be able to approach 2-4MOA groups. That's five shots into a circle somewhere between 2-4" wide at 100 yards. At 500 yards, that's ~10-20" wide... against a target that's roughly 19" wide. For anyone complaining about how easy sniping is... well guess what, that's why they made rifles. Full power cartridges like the 7.62x54r (the actual mosin cartridge) or the 7.62x51Nato pretty are intended for engagements at 200m and further. But instead, under ideal conditions, we get a sway and dispersion that is more like 10-30MOA, which can make even hitting targets from 100-200m difficult. The sway isn't predictable either, which completely kills the "natural point of aim": the idea being that you can regulate your breathing and shoot at the point when your lungs are just out of air. Use the sway to precisely shoot. If anything, its actually bad form for precise shooting to hold your breath. You want to shoot at the end of exhale, between heartbeats... but without interrupting your rhythm. Its all about repeatability. My only beef-- aside from the lame cartridge mismatching and more advanced windage/ballistics-- is that it is too easy to gunsmith the rifles. Putting a high power scope on a mosin is not a trivial operation. Hell, even putting a basic PU scope on a mosin is not easy or trivial. --- As for the whining about sniping people in general: grow up. Its a game with rifles. Where there be rifles, there be snipers. Learn how to think like a sniper, and you can negate their advantage. Pay attention, and think proactively: if I were a sniper, where would I want to setup in this area? Disclosure: I've only killed two players in 288 hours of SA-- one in self defense by axe, one by mosin at ~50m-- and only one player in well over a thousand hours of mod play in cheranus and podagorsk. That isn't to say I couldn't... just that I won't. I play for different reasons than most PvP types.
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What's the current hacking status like in DayZ:SA?
morthrane replied to RadikulRAM's topic in General Discussion
Its called server logs. It should be really, really easy to statistically spot the outlier: when you have X players shooting mosins over Y hours, you'll have a mean rate of hit vs miss and kills per hour, and so forth; standard deviations, and bell curves oh my. The guy who sticks out from that mean with a 100% hit rate and a fire rate output 1000% more than everyone else? Gee, what do you think he's doing differently than everyone else? Its not about giving admins arbeitrary powers to ruin players-- its a plea for tools to gather evidence and confront script kiddie bitches with a neutral arbeitrator (like BE, or valve, etc.). We can already prove someone is cheating with video evidence. Provide server log tools to CONFIRM the evidence, with a means of redress... and suddenly it doesn't matter about updating some automated algorithms to identify script kiddies: the community will do it for their own benefit. Report it how? I've never seen any documentation showing how to report script kiddies. I've never seen any way to access server logs to confirm their cheating. Hell, us poor chump non-cheating gamers have no way to prosecute or even identify bitch ass script kiddies. You guys are totally missing the entire point of involving the community and giving them tools and easily accessed means of redress... because you'll never stop every kind of exploit and hacking by merely using forensic fingerprints and other algorithmic/automated means. -
Don't have one, but recently saw one in the wild... so they still exist. Bet in many cases its a bipod'd mosin that belongs to someone who hasn't played in a long time, and just started playing again.
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What's the current hacking status like in DayZ:SA?
morthrane replied to RadikulRAM's topic in General Discussion
Unfortunately, absolutely true: teleports, forced teleports, forced transformations, inventory robbery, god mode scripts, flying... all of it was present in the mod. I stopped playing the mod entirely when it became obvious that developing all the skills to be a long lived bad-mofo of a survivor didn't mean beans against some kiddie with his allowance and no shame. We should all be asking why there's no reporting or monitoring tools to crack down on the script kiddies (real hackers have skill... script kiddies purchase their cred)... especially given that this is alpha software. Its almost like the devs don't give a damn. -
I had the same issues, but they seemed to go away (mostly) after battleeye was patched for a disconnect bug. Not positive, but battleeye might be the culprit... but not sure how to find out for sure.
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Oddly, I didn't have this when .48 first came out, but a couple nights ago I had this in spades and ended up having a character get wiped because of it. Game is unplayable now.
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Horrific performance woes in last two stable updates
morthrane replied to morthrane's topic in Troubleshooting
Do the devs even read this? My character just got erased because of this stupid bug and servers that were restarting every 15 minutes. Damn sick of it and the crappy molasses speed of development in this game. -
Horrific performance woes in last two stable updates
morthrane replied to morthrane's topic in Troubleshooting
DDR2 ram is stupid expensive now because obsolete. I really just need a new gaming rig. ;) FWIW, even at max RAM usage, I still have leftover memory so I'm not sure that's the problem. -
Note: Given how broad the symptoms and topic, I thought it would be better to ask questions here than in the bug tracker. Yeah yeah, I know its alpha dev... I've been playing the mod and standalone for quite some time... so any responses "its alpha" can stop right there. Disclaimers aside, what is happening is some extreme freezes during gameplay. Normally low framerates will completely drop to zero FPS for anywhere from 1-3 seconds, to a worst case scenario of 10 seconds. But watching the task manager on a second screen, I'm seeing CPU usage plummet from a steady ~85-95% to an abysmal 5-20% during these 0 FPS freezes. The drop in CPU utilization is telling me something is badly borked, as the CPU is literally starving while I'm being eaten alive by zombies. While my computer is fairly old, it is certainly above the minimum specifications required by the game. The system itself: C2D E8500 @3.16ghz 4gb DDR2 ram Radeon 4890 (850mhz core, 1024mb memory @ 975mhz) Windows 7 Sp1 64 bit OS, steam, DayzSA running on an OCZ SSD It isn't clear what is contributing to the problem. I suspect it may be tied in with the zombie pathing AI, as that's when the major freezes started occuring. It happens often enough in the vicinity of zombies, but not always. The number of players on server doesn't seem to be a factor, but the problem seems to get worse when in the vicinity of other players. Big cities (cherno et al) have always giving me performance problems, but I'm seeing this issue even in small towns like Kamenka, or out in the wilderness. Length of session playtime may be a factor, as I've noticed that DayZ must have an enormous memory leak. After a recent 4 hour session, it was using 1,861,884KB of RAM Restarted DayZ and joined a new server: 827,676KB. After 20 minutes and a loot run of the SW military base: 1,188,252KB I've tweaked the config settings (as per http://dayzintel.com/dayz-standalone/dayz-standalone-performance-guide) but while they have some overall improvements, they don't stop the major freezes. TL;DR: After a 120 hours of survival, to have my character die on a frozen screen to some military zombies... "not like this... not like this" ;) So... suggestions? Questions?