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Serrath

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About Serrath

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    Helicopter Hunter
  1. Serrath

    Team Speak and Skype Chatting

    The principle is sound, but I can't resolve a few issues with it in my head: Some people listen to music or have other ambient sound while they play. Could cause echo-feedback if two players near each other aren't using headphones A clever player on Skype/Vent could reduce the voice transmit volume in Arma 2 or try to circumvent it by some other means. I'd really like to see a solution to enforce "fair" gameplay regardless of Skype/Vent, though.
  2. Reducing damage is the opposite of what I'm trying to do here. I want PVP to be more tense, more suspenseful. Hell, to that end it'd be better if players were damaged as easily as zombies; if an M1911 round is all it takes to put you down, you're gonna be pretty paranoid. I'm not trying to make PvP fair, I'm not trying to make PvP less worth your while, I just want it to be more emotionally intense. Life's unfair, it's not this game's job to fix that. That said, dealing with armed strangers in a post-apocalyptic survival scenario gets your heart racing, and it is the game's job to replicate that.
  3. Serrath

    Disconnect to Avoid Death Exploit Fix

    It already tells you every time someone disconnects; this is essentially the same thing, murhis.
  4. Serrath

    Disconnect to Avoid Death Exploit Fix

    This works just as well, all the complicated bits are behind the scenes. As long as it's not abused, you'll hardly notice it. Abuse it, and you'll feel its wrath. (Plus, if you're not in a position you can hunt them down and you elect to stall them, they can always Alt-F4.)
  5. Serrath

    Disconnect to Avoid Death Exploit Fix

    @Bo0G: I'd really rather it didn't take me 1-2 minutes to quit a server every time. @FishIsTwonk: Spamming that button will bite you in the ass, is the idea. Any system is going to inconvenience people trying to disconnect somewhat. This system should punish people trying to abuse it more than it inconveniences the average player. Reducing the radius is probably important; I don't have access to data that will tell me what range is the upper limit (within two standard deviations from the mean) for murders by bandits. Obviously the devs could tweak this very effectively.
  6. Serrath

    Disconnect to Avoid Death Exploit Fix

    First let's clear up the misunderstanding: If multiple survivors are quitting, you only press the key once to vote for all of them. The penalty is only applied once. So that penalty doesn't instantly become 30s or 45s. I'll concede the range should probably be nerfed; if we reduce it to 1km or 0.5km radius it's less likely to be abused. It's also possible to tweak this to prevent abuse (i.e. after 10 failed votes in an hour you can't keep stalling) or excessive punishment to bandits. (i.e. Your d/c timer runs down over time, so for every hour you're on the server it strips 15s or so) I'll also concede that you don't know whose disconnect you want to prevent, but I'd like to ask: 1) How many times in an hour you kill someone? What % of your playtime does the time between the first shot and their death add up to? 2) How often do players disconnect from your server on average? With a 30 minute average life, if everyone plays exactly one life, that's every 6 minutes on a 50 player server. This would be a 15 second process. 3) Do the math. These coincidences WILL HAPPEN, but it won't be obnoxiously frequent, and certainly shouldn't cause you much trouble. I'd expect you mistakenly try to stall someone no more than three times in a long play session. Adding a system to slowly drain your disconnect clock would fix this readily.
  7. Serrath

    Disconnect to Avoid Death Exploit Fix

    A 2km radius is just over 12 km2 of a 225km2 map. I picked this distance specifically to be fair to bandit snipers. The 15s penalty for stalling a quit is to prevent the system from being abused. It does punish bandits more than other survivors, but the benefits of this system should outweigh the costs as far as the bandits are concerned. It is noteworthy that the current system arguably favors survivors heavily. The penalty is relatively low (15 seconds) because you don't know the person you're shooting at is the person disconnecting. However, I think it's relatively safe to assume that in a 50 person server, the amount of times that someone starts disconnecting while you're shooting a player will be low enough that this isn't an issue. The server very specifically DOES NOT inform you that the player is within X km from you. That goes against the grain of what we're trying to accomplish. The server displays the same message to all players. If you're currently trying to kill someone, hit the stall key, just to be safe. It's just a 15 s penalty.
  8. Serrath

    Disconnect to Avoid Death Exploit Fix

    The 15 second penalty for voting yes is to prevent people from spamming the stall button. You suffer the 15 second penalty for every time you vote to stall; anyone spamming the stall button would suffer a pretty steep d/c time. Plus, you get to disconnect at the end of the 2 minutes, regardless; if no one is actively hunting you, you can easily find a quiet place to sit that out.
  9. Serrath

    10k for a Avatar pic is way too low..

    Save it as an indexed *.gif file and you'll be able to get what you want in there. PNG files and high-quality JPEGs are a no-no. Any image that size can be stored as an indexed GIF. Try converting your existing image to an indexed GIF using The GIMP as Dallas suggested. http://www.gimp.org/
  10. Serrath

    Disconnect to Avoid Death Exploit Fix

    The 15 sec penalty applies even if you're in 2km, even if you kill them after. Anyone spamming stalls will suffer quite the penalty for griefing.
  11. Sometimes players disconnect when under fire from PvP. I've outlined a potential fix for this. Player "John" wants to disconnect. John: John hits disconnect. He enters a 15-second wait (this can replace the 15 second wait that currently happens after the player leaves the server). Everyone but John: During John's 15-second wait, a vote is passed to all other players on the server. "John is disconnecting. Press to stall for 2 minutes. A 15 second penalty is applied." Result: If nobody presses the key to stall John's disconnect, he disconnects successfully. If someone within a 2km radius of John presses the key to stall John's disconnect, John remains on the server for 2 more minutes. Anyone who presses the key to stall John's disconnect, even if they are not within a 2km radius of John, has 15 seconds added to their disconnect period (i.e. if you vote once it goes to 30, twice it goes to 45, etc.) This prevents players from abusing this system. If multiple disconnects are occurring in the same period, all votes to stall apply to all players (the 2km radius restriction is still in effect to actually prevent any individual player from disconnecting). The penalty, however, is only applied once per keypress, regardless. Bandits, read this: The only drawback to this system is that if players keep trying to disconnect to avoid being murdered by bandits, the bandit will incur a severe penalty when trying to disconnect. (Every 4 players is an extra 1 minute wait.) The upside is, if the system is effective in preventing players from disconnecting to avoid death from PvP, this won't be an issue. The reason the message goes out to the entire server is to prevent abuse of the system.
  12. Serrath

    Grace Period

    I like this idea. Got my support.
  13. Removing regular infection/disease goes against the survival aspect of the game that ROCKET's trying to push. Regular infection/disease MUST stay. If you want the zombie virus to be contagious, it would have to be an additional type of infection that may occur. Personally, I'd like to see every zombie attack infect the victim and they've got maybe 2-8 ingame hours to get medicine before they succumb.
  14. The fix is already finished and will be added when the game reaches Beta.
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