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Everything posted by Miltrivd
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Pending Update: Build 1.7.3 (community edition)
Miltrivd replied to rocket's topic in Mod Announcements & Info
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. -
Pending Update: Build 1.7.3 (community edition)
Miltrivd replied to rocket's topic in Mod Announcements & Info
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. -
Pending Update: Build 1.7.3 (community edition)
Miltrivd replied to rocket's topic in Mod Announcements & Info
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. -
Pending Update: Build 1.7.3 (community edition)
Miltrivd replied to rocket's topic in Mod Announcements & Info
How is he getting killed if the death on combat log is not implemented, neither here or in Redux? -
Pending Update: Build 1.7.3 (community edition)
Miltrivd replied to rocket's topic in Mod Announcements & Info
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). -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
Miltrivd replied to DZR_Mikhail's topic in DayZ Mod Suggestions
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. -
[Stress Test] Please join servers UK01, UK02, CZ01, and CZ02. - Oct 13
Miltrivd replied to Mysticales's topic in DayZ Mod General Discussion
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. -
Should we remove barbed wire in the next update
Miltrivd replied to mattlightfoot's topic in Mod Announcements & Info
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. -
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.
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Possible Fix for Graphical glitch in 1.7.2.5
Miltrivd replied to epoch91's topic in DayZ Mod Troubleshooting
Radeon HD 5850 1 GB, fix not working, but artifacts did change and seem less often/smaller. -
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.
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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.
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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!
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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!
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Server-side Hotfix 0.7.2, Helicopter status and server info
Miltrivd replied to Vipeax's topic in Mod Announcements & Info
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! -
Where: Berezino (the entire city and towns around). I also had them in Stary Sobor. Basically, looking at a city or any concentration of buildings, when it was 1 or 2 houses it usually didn't happen. In berezino was the worst, I couldn't see the city from 700 m. away. Object: Usually buildings. Screenshots: There particular screenshots show the worse kind and all I had while looting Berezino Military Camp, the only way was looking at the sky towards the hills and walking bakwards in 3rd person until I could fit through the entrance of the tents, once inside the tents everything was back to normal until I went outside again.Once leaving the camp I was still having artifacts all over unless I was looking directly at the sky, After passing the helipad I could go back to looking up but with the camera able to watch ground level.
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Server settings are but one part, with my friends we constantly have to jump servers up to 10 times when starting to play because servers are choopy for one, then doesn't start for other, one gets stuck at loading and so on. It takes several attempts to find one that works for the 5 of us. I'm the most affected since I live pretty far from the US, but is not a ping issue, since I can have dramatic differences in performance in several servers with equal ping.
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I don't agree with everything, but I also expect that loot becomes more scarce and more apocalypse-themed. Magazines with random amount of ammo, spare bullets that you can load into magazines, a mechanic to fiddle with magazines and fill them up and mixing their ammo, rotten food, change to get intoxicated with water from ponds/lakes, desperate measures (eating raw meat, drinking from unclean sources (abandoned wells maybe). If the survival aspect gets enhanced the mod can't get anything but better, decision making would be more crucial and ammo scarsity (or less ammount, more diversity) would make for tough choices about inventory management. I think it will head into that direction once the standalone version is released and there is more source control of the engine.
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They are actually aggroing less than they should, as of 1.7.2.3 they are not hearing gunshots, and they stop chasing you or don't detect you when you are right in front of them if you are not moving. Right now, they are extremely easy to avoid. I think you must have missed the changelogs and do not know that they have an increased chance to aggro based on your visibility in their line of sight (which is where their bodies are facing), they can see you easily from 100 - 80 m. if you are crouch-running or standing up, specially with high visibility (roads, low grass fields, daytime). Just be aware when you cross their line of sight. Right now, zombies are broken, but on the opposite side of what you say, they are brokenly easy to deal with.
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Server: US 486 Time: 02:26 GMT -4, 2012-07-25 What happened: We come across a guy on a Gillie suit outside Cherno Hospital (N), we killed him but were unable to loot him, had full equipment, but was carrying a Patrol pack. While trying to loot him I get one shot killed, my friends (2, Jorim and SuperJudge) were hiding and weren't visible from were I was, but they get one shot in the next few seconds as well despite one being behind the hospital (I was at the front) and the other being in the second floor, prone, of one of the apartment buildings. Name of the possible hacker: wtfisachickendonkey. Disclaimer: The whole thing was pretty suspicious but I can't assure he was hacking or if he took the stuff from a hacker, our deaths after were quite irregular tho. Screenshots of his name and full loot
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Yeah, don't worry, I know a lot of servers have been victims. Actually, this last week a day doesn't go by that I don't meet a hacker/possible hacker and I pick different servers everyday (lower ping). Thanks for keeping up the efforts to catch them.
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Server: US171 Time: 22:44 GMT -4 What happened: Everyone got teleported to a warehouse building, panic firefighting ensued. Screenshot: Taken right after the firefight that started, some bodies can still be seen on the floor NOTE: Reporting on behalf of SuperJudge.
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Sometimes there is simply not enough time. My friend was instaggibed in there, that added that we have never used ALT+F4, even when encountering hackers, we always disconnect normally (more due to the fact that we just search for other server right away to resume playing, I think) so we don't have the reflex to reach the keys right away.
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Yeah, it seems is the new fad. I've been hearing a lot about this mass teleportings, dunno if it's because the old ground vanishing script is not working anymore or what, but people panic right away and start shooting, instead of running away so everyone would go back to normal.
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Server: US 806 Time: 19:04 GMT -4 What happened: I'm on Green Mountain, when I'm going around the fence towards the entrance of the tower complex an A-10 spawns mid-air and crashes. I went closer to investigate and I see Kendall killing Joe R. Then I kill Kendall and a 4th player kills me. Since the plane crashed I didn't see anyone in the plane but at least 4 players (including me) were in the vicinity. Here is a screenshot after the plane crashed (visible smoke column) and a list of all players in-game at the time. P.S.: Sadly I took the screenshots wrong and only the first part of the player list is available.