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Miltrivd

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About Miltrivd

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  1. I just don't get what's the problem then. If you are not in combat, you log off. There is no side or extra checks that will stop you, the game is not a PvP Arena and no one is in combat for 2 hours (incessant firing without pauses). I don't see what possible punishment for the players is involved here. People coming up with the weirdest possible (and not common) scenarios, being timing out the only realistically troublesome one, which in result will only give a combat log global announcement and a log of the disconnection during combat to the server. If by some chance you are physically unable to stay in the game just when a fight broke out then, as you said, is just a game. Alt+Tab, kill the task, and get logged. DayZ Mod isn't a game where death is rare in the first place. And is not about anger, is about immersion and game breaking exploits. If I get into a fight, I get hurt and in danger, if I manage to get the advantage and survive, just for the other player to disappear where did all that interaction go, where did all that game time go? Then you start taking ghosting into consideration, or the ammo and supplies that encounter made you spend without any type of closure.
  2. This are honestly good questions (that I cannot answer). The people that worked in the code should be able to give you a detailed answer. Dunno if they are gonna disclose all the workings or will let people figure stuff out. I can only answer from experience. If some fires AT you (that's it, if a bullet lands near you), you get in combat. In Redux I've been fired upon from what I thought was 200-250 m. and I was put into combat as soon as I heard the first shot. In other fights a friend was fired upon, he was about 50 m. away from me and his attacker was about 150 m. from him, so around 150 - 200 m. around you at the very least. It would be nice to know how it works with silenced weapons when you are not the target of the bullets, since it could work to actually tell you that someone is attacking you.
  3. Gaming mechanics are made for players, not for hackers. You can't be changing game mechanics for things that are not meant to happen in the first place. Security measures have to be improved and tweaked, not gameplay to adapt to anti-hacking measures. If the troll is firing, you are in combat. If someone shoots outside your house, even if it's not at you, or just firing into the air would you go outside? No, it's a hostile situation, YOU ARE IN COMBAT. If the troll is your friend and he doesn't stop for 10-30 minutes, get a real friend.
  4. How is he getting killed if the death on combat log is not implemented, neither here or in Redux?
  5. I know this will be basically talking to a wall but here it goes. For the people whining about the new combat log prevention system As someone that has already played with this system implemented (in DayZ Redux): 1. If anyone fires a gun or uses a hatchet in the vicinity you are marked as in combat. Then a new icon starts flashing and you got a countdown timer starting at 30 seconds. It will refresh if another shot is fired. This means you can't log out normally and ALT+F4 is neutralized. 2. If you do leave the game by other means (task Manager, timeout, power outage, or whatever) a global announcement will be displayed. Example: Miltrivd (COMBAT LOG). 3. Death when combat logging is not in effect. Now there are a few things that most complainers seem to be having problems grasping. What does it mean to be in combat? We will first understand that firing a weapon (or using a hatchet, it will consider both for this explanation) is a hostile action by itself and therefore initiates combat (be it yourself, towards you, or nearby you). It is a one sided action that involves one, two, or more parties, there is no required agreement or acceptance needed to establish a combat situation; the only requirement is the existence of a hostile action. So it doesn't matter if you don't like or don't want to be in combat, if a weapon is being fired you are effectively in combat. Combat ends when there is no hostile activity for 30 seconds. · If you keep shooting, you'll stay in combat · if you keep being shot at, you'll stay in combat. · If you run away far enough the timer will go down and you'll stop being in combat. · If you kill your enemies and stop shooting for 30 seconds, you'll stop being in combat. · If you both agree to stop shooting for 30 seconds, you'll stop being in combat. Now as per zombies, the combat situation doesn't magically change, you are still shooting, just because they are zombies it doesn't mean the hostile activity changed nature in any way. I know a lot of people does combat log when fighting zombies to make them despawn. That is effective combat logging and abuse of a simple exploit in the game mechanics. Sadly, you can still abuse this if you just stop shooting, wait 30 seconds, then log off. For people claiming to be trolled from afar and such, is the same situation, you are being fired upon, you ARE in combat, it doesn't matter if you can't retaliate, you are in a hostile situation and that what combat is. Now for the arguments about power outage, crashes, timeout. If that happens when you are in the middle of combat, you are most likely going to die due lack of input to your character while in a hostile situation and since is not a common situation and outside the boundaries of the game itself, there is no way to control or prevent it. Since the character is not being killed automatically when combat logging, there isn't really a discussion to have here. Best solution would be to make your avatar stay in game until the combat timer expires, but that's not implemented at the moment (and could still be abused).
  6. I don't like it at all. The solutions to the problems people have pointed out are not, just opinions, and seems to be aimed at penalizing unfriendly players. So, for starters, I've always played in servers with no nameplates, no side chat or anything that eases up the survival experience (except 3rd person, I do use that handicap). When you meet me for the first time there should be no way for you to know who I am or what my name is unless I explicitly tell you, and even then, you'll have to take my word for it. This bring a whole set of possibilities that your system denies. I can't fake identities to people I don't trust completely. I can't fake to get away with something, trick, scam, or just because... I don't know, don't want some random guy or gal know who I am. Is up to the players to offer the information. Then again, any kind of identification belongs to lower difficulty settings, so maybe this idea could lead to be implemented in those sections. I've seen and lived (once) the rare situation when an enemy player is literally in front of you, looking directly at you, and the dead of the night, shadows, or ghillie, plus staying perfectly still can save your hide. Identification also makes the game easier. You wouldn't need to check where the players are by communicating, simple use the crosshair to locate them, again, this is already in game in easier difficulty settings. So it applies there, not on the game as a whole. Changing names when dying brings to discussion the possibilities of role playing. Some people like it, some not, some do it, some don't. Humanity is already a fixed, account wide stat, so I don't think Rocket is aiming for allowing *fresh starts* with different lives, but that's not set on stone. Your system denies completely any player choice in the matter. --- Said all that, I think there are some good things that could come up from this, here are my suggestions to your system and how to apply them to all difficulties. Instead of showing the player name, allow for tagging after several encounter. Example: I find a survivor (Nameplates ON: in the crosshair I see Unidentified survivor. Nameplates OFF: nothing), after spending a set amount of time in one sitting or split through different encounters, the game allows me to tag (assign a name to said player), this will simulate the ability to remember the voice and the face of the survivor after sharing some time together. This should be tweaked according distance and time, since it's easier to remember someone that was next to you 2 hours, than someone that has shot you from afar 4 times. In NP:OFF (Nameplates:OFF) servers this could be replaced for the assigned name tag being shown to the player that set it when the recognized survivor used Direct Communication, voice or written chat. Tagging allows for flexibility. Let's say I pair up with a guy, 3 hours, we help each other and fix 2 vehicles, when we are about to part ways I get the trigger that after several encounters or time together now you can recognize this survivor. I ask him What's your name? If he gives me a name, I use it on the tag (there could also be a space for a short description that we could check in some kind of notebook) but he doesn't want to give me his name I could write *the guy that helped me fix a vehicle*. I would remember *that guy*, but I wouldn't be forcing his name out of him and I couldn't know if the name he gave me was real or not. This could lead to interesting mechanics and people finding out if he was who he claimed to be in later encounters or whatever. I don't think Rocket will take the system if it restricts player choice in any way. P. S.: I do however like quite a lot the idea that covering your face could make more difficult for people to recognize you. I answered your Reddit post with the same.
  7. The private server I play on has 40 slots and never goes down from 30, no side chat enabled. There is public for everything, it would be nice if some game modes or lower settings keep the side chat enabled for those who want to play like that in no way this reflect what everyone wants. You gotta keep in mind that not everyone wants the full survival experience, so we got 3rd person, crosshair, side chat, waypoints, map positioning, daytime only servers, etc., but that shouldn't mean by any means destroying the experience in a general basis for those who want to keep it more casual and friendly.
  8. Right now they offer no real interactions (zombies ignore it), produces no bleeding, they are too common, protect nothing since ghosting is so common and is commonly used just for griefing (since they use only one slot). I say take them out now, and when they can be a real addition to the gameplay mechanics, bring them back in full glory.
  9. Miltrivd

    Why the radio silence?!?

    Thanks for the heads up. The silence has been a bit uncomfortable, but not at all unjustifiable. I'm glad 1.7.2.5 was a good experience and meant another approach for the future. Keep up the good work.
  10. Radeon HD 5850 1 GB, fix not working, but artifacts did change and seem less often/smaller.
  11. Miltrivd

    Lost everything......

    Afaik, what's not getting saved is the content (Gear) of tents and vehicles when their ID number is over a certain range. The position of tents and vehicles are saved without issues. OPs vehicles were most likely stole... Had their ownership reallocated.
  12. Server this happened on: US 50 Time that it happened including your timezone: 4:20 - 4:30 GMT -4 What happened during the incident: We (3 people) are in the Factory West of Orlovets (114078) when a player with camo skin on a bike comes in the factory yard. I try to speak to him twice, he gets down from the bike, runs to me up to 3 feet in front and opens fire (Mk 48 I think). I get 3 body shots on him (M4A1 CCO SD) before I die. Friend A gets 4 body shots on him and dies. Friends B was behind a small storage building, runs to us but sees no one on the scene, takes the UAZ we had (the fight happened right next to it) and drives to our "camp" (no tents, just parking the vehicle there). Admin text starts appearing, gloating and offering a deal to Friend B to swap the UAZ for our bodies (he said he dragged our dead bodies somewhere, afaik that's not possible), since he seems to be craving for attention we just ignore it. After a bit, Friend B falls unconscious when receiving a burst from this admin, falls down with no damage loss and no passed out timer. Admin is now next to him and he keeps shooting at his body dealing no damage. My friend waits for the admin to kill him but he just stays there, so he disconnects normally (no Alt+F4). When Friend B rejoins the game (one hour later) his front inventory is totally empty, no gun, no ammo, nothing, gets knocked out for about 5 minutes and his blood is still full at 12000. Screenshots: There are descriptions in the pictures. Notes: - We had no "camps", we just parked the UAZ in one spot for about 8 hours, after that we used it to drive around the map, we must have parked it again there for a few hours, no longer than that. - The ATV left there was parked for around 1 hour since we had just fixed it (was totally broken). - The server was, to our surprise, mostly empty the whole day (we had joined the day before when 20 something people were logged in). - The camp wasn't static, since it was just the vehicle parked, no tents nor items left there when we were out. - We were moving fast throughout the map the entire time, we just came across a player near Solnichnyi (he was far) and we were shot at in Cherno from afar (no hits), that was the only player interaction we had for a day before the incident. - Friend A was actually quite paranoid most of the time and he kept close attention of players in and joining the server. Album: http://imgur.com/a/920sR Basically, a lot of stuff seemed strange, so we are reporting just in case, the last part is what we think hacking or scripting behavior. - He seemed extremely comfortable with running in front of 2 (the ones visible) people armed. - He should have died after my friend shot him. - He was nowhere to be seen when the third person came into the scene. - He went directly to the camp quite fast (there was a dirtbike in the scene, but he mustn't have used it or my friend would have hear it coming), the time seemed too quick for a using a bike to get there. - He knew where the camps was despite the lower player count the entire day and the fact that our "camp" was mobile, since it was just the car parked. - He spoke about the spot as our "other camp", so he must have thought the other tents we found during the day were ours. This is weird again due to the lower player count during the whole day. - He thought we had 2 camps and got to the one my friend was at in record time, silently. - Finally, my friend gets knocked down by a burst of light machine gun fire, but no damage received, and no timer on display, he keeps shooting at the body, but there is no visible change. Finally, when my friend logs back in his front inventory has been wiped out. Disclaimer: We were disheartened but not bitter about dying, we've had vehicles and the equipment we had before and lost it, the way we lost it was weird all around, so we are reporting just in case. We have had mostly a "pure" DayZ experience (almost no use of third party tools and wikis) so there could be things we are still not aware off.
  13. Miltrivd

    Hotfix Build 1.7.2.5 Rolling Update

    Goddamn nice! I haven't been able to play since last week, due artifacts hitting me a bit harder than most (screen filled with gibberish and unable to see near buildings :P). Will report any issues at once! To the DayZ-mobile!
  14. Miltrivd

    DayZ Standalone Confirmed

    Can't congratulate you enough and wish you all the best (Rocket and the DayZ team). I'll be waiting for the first build to get it as soon as it comes out. The huge spectrum of possibilities this opens is just astounding. Hearing that we'll most likely play under the new Real Virtuality engine makes me really, really excited. Goddamn awesome milestone, keep up the amazing work!
  15. I know is not much, but I got around 10 flying hours in the UH-1H on the armory and I can't freaking wait for the choppers to be in. I still can't land as fast as I want to in small rooftops tho (without using autohover, 'cuz that shits makes you a damn easy target). I'm even considering getting a joystick to fly the damn things 'cuz the mouse fails for fine control when you want to turn hard to decelerate quickly at low altitude. AAAAAAAAAAAAARGGH, back to the Armory!
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