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dorn956

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About dorn956

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    Helicopter Hunter

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    Male
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    Florida - USA
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    Gaming, Piano, Music, Drawing, Audio engineering

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    Just another dayz player.
  1. dorn956

    [SUGGESTION] Gearing Point System

    Like I said. Nevermind. I'm not going to explain my point of view any further. If you see the glass half empty then that's your own fault. Carry on, close the thread.
  2. dorn956

    [SUGGESTION] Gearing Point System

    Lol. You know what? Never mind. You're absolutely right. Wrong guy. My bad.
  3. dorn956

    DeSpawn to Respawn CHEATERS!

    Yeah man its rough. Some people exploit games because they only care about their own experience. Not many people care to do things "the hard way". Why breach when they can just Danny Phantom that shit lol
  4. dorn956

    DeSpawn to Respawn CHEATERS!

    I feel bad for laughing at the situation, because I understand how frustrating that must have been, but the Star Trek comment has me dead tbh xD I agree it's dumb they can just 'spawn' into existence and kill you. To be fair that was a really smart move, as it was also very risky to do so. Also, are you 100% sure without a single doubt in your mind it was the same people, and not someone else who spawned in from a previous life? How would you know? Did you inspect their gear thoroughly beforehand when you saw them? And did you have enough time to compare the gear of the player who killed you? Did you even see the player who killed you? Most firefights/trades last only a few seconds, since it takes but only one good shot to kill or uncon someone. But assuming that we're sure it was the same guys, I agree their should be some sort of rule to this, but I'm not sure that there would be any viable way to avoid this without adversely affecting the game. Rollback would be useless, because if the 5 minute rule were in, players would juts wait 5 minutes inside the barrack on the other server before hopping to avoid being placed outside. Also, if players were forced to respawn outside of a proximity of another player (for example he tried to spawn in on you) and they were moved away from that location upon spawning in, this would easily give away that a player is where they logged out and compromise a hidden player's general position. The best 'solution' to this 'issue' (I quote lightly because of diverse opinions) would be maybe setting a multitude of individual spawn points around the map so that when a player logs off and logs back in, they are forced to spawn in on one of those set locations within a 300m (Example distance) radius of their logoff. This could be any of say, 20 different spawn points, so it's not easy to spawnkill them. Also maybe if the spawn point is too close to another player the game will reroll and choose another of the remaining 19 spots to spawn you in. If no suitable area is available, maybe warn the player and have a 'cancel' or 'proceed anways' button!
  5. dorn956

    [SUGGESTION] Gearing Point System

    Oh how far we've come @IMT ! Two years later and DayZ has taken a dramatic turn in the right direction! I'd like to say with the new addition of modded servers that certain aspects of the development side of the game are now being tweaked with mods where my original suggesting from this post was not even necessary. Just yesterday I hopped back on since the release of beta to experience 1.0 for myself. I jumped into a recommended server from one of my friends and came to find that finding food was not too difficult, gearing up in general was easy (finding common weaponry like home defense shotguns and pistols with their respective munitions), and the experience was overall more positive. I hadn't encountered any players since I chose to play on a low pop server, but I did encounter many many zombies. Some which caught me off guard to the point where I had to fire on them immediately to defend myself and attracted a horde. A minute later I found myself locked in a small port-o-potty shed outside of a barn shooting zombies in the head through the crack for the next ten minutes. The sense of danger and intensity was their. The value of my players life was their. My objective was to get to my friends on the North-West side of the map. Where I spawned? The South-East, of course. Two hours in and I only have traverse about 20% of the journey since running everywhere is impossible now and is quite penalizing on your player's health and wellness. The singleplayer experience was enjoyable, and I look forward to my first PvP encounter in 1.0 ! :)
  6. dorn956

    Console Noob help

    Welcome to DayZ, Christopher! To start, DayZ is a quite graphically taxing game for your everyday home-pc to run. However, for a "gaming pc" it could prove to be a simple task. That being said, you'd have to first grasp the understanding of why it's considered a graphically taxing game. We start with the fact that Dayz is an open world game. This means that the most of the game (the entirety in DayZ's case) that is considered to be playable area is in one 'instance'; or a more familiar term, all in one 'level'. This means that the entire instance must be loaded before you can enter the game. However that doesn't mean every object in the game will be rendered all at the same time, of course. Developers have considered how rendering everything in the instance, including what you're way too far away to see, could and would most definitely crash your game client. What I recommend since I myself am a little bias to NVIDIA, is a NVIDIA GeForce GTX 560 or higher. This graphics card runs anywhere between $30 - $60 USD on average as of right now and is fairly cheap. One of my computers is currently running this graphics card and under the right settings will hold a solid 40 fps (frames per second) or higher. For the processor, you're going to want something that can properly support the 'full weight' of the graphics card. So basically this means when your graphics card is running at capacity, your processor can keep up with it. I started with a NVIDIA GTX 720 and am now up to a GTX 970, with my original processor that well-supported my 720 being an 'Intel(R) Core(TM) i7-4820K CPU @ 3.7GHz (8CPUs), ~3.7GHz'. I'm not exactly a computer tech wizard, but a good rule of thumb is that if you have half the power of a video card, you should have about the same level processor or greater. So maybe an Intel(R) Core(TM) i7-2600K CPU @ 3.5GHz or higher may be a good choice. That ranges online widely from the low $100 - $250. I'm sure you can find a good deal for it. If you buy a pre-built computer like I did, then you can specify what processor and graphics card you want. Put it like this - your graphics card is your upper body, and your processor is your legs. "Never skip leg day". Do keep in mind, though it is a great thing to hear you want to invest in a PC that can run DayZ, make sure you can also run other games in mind, because there are more graphically taxing games out there other than DayZ! You wouldn't want to be stuck in Chernarus your whole (gaming) life... or would you?.. Anyways, mods. Mods are a huge variable on the graphic power required of a computer to run it smoothly (assuming smoothly is somewhere between 40 and 60 fps as a target). Depending on the mod and if it adds graphics to the game or changes them will determine a huge difference in frame rise/drop. For instance, if a mod just adds a skin to a weapon in the game, one graphic aspect (the original default gun skin) was removed, and another (the new skin) was added in its place. This honestly has such a minuscule effect on your frame-rate (under most conditions) that it would change by a rough guess of ... maybe... .003 fps difference? Not humanly recognizable or significant in any way. However, if a mod is to add, say, double the foliage (more trees), then due to the amount of polygons the computer needs to render doubling, this would have a massively taxing effect on your graphics card. So buying a computer to anticipate the strain mods have on the games would be an ill-placed decision in my opinion. If a mod is made correctly by a developer, it will be well optimized and will cause minimal strain to the graphics card. Finally, your monitor. Just so you're aware, a 60hz refresh rate (59.94hz usually) can only render up to 60 FPS. So if you're running near, at, or over 60fps, you've already piqued possibly graphical performance levels on your current graphical setting while in game. That "60hz" is your monitors refresh rate, and 60 is about the standard. So if you're aiming for higher without a higher monitor, it's a waste of time. If you truly want that extra performance and want to get those extra frames above 60 like the streamers do, then you'll want to at least compensate with the monitor. A 144hz refresh rate monitor would be ideal if you're looking to benefit from the power of whatever PC you buy. Like I said, regardless of that sermon I wrote just now, I'm not a PC wizard! Though I hope I didn't spew any info out of ignorance, I do hope that this helps! Sorry that it's a late reply, but I hope this helps! If you end up buying the computer rig, post some setup pics in the forums later! We look forward to you joining us. :) //Tony
  7. dorn956

    How Many People Were Killed By You?

    918 Hours: 1 Murder (with a knife) 4 Self Defense 4 Firefight (It's not that I don't like to kill survivors in DayZ, I'm just a terrible shot)
  8. Can we just take a sec to appreciate how far dayz has come and understand just how many savage nonbelievers have quit on the progress and abandoned the game altogether? Let's understand just how much work the team has done in the past year in comparison to total 5 .. I can almost taste beta -- and I can't wait to rub it in my friends faces who gave up on this fantastic game. :)
  9. What do you think can be done about the issue of cull-distances revealing players hiding in tall-grass / bushes at a distance? For those who are unaware, in the game development world, a cull-distance is generally referring to the distances at which certain meshes (mainly non-interactive objects) spawn. There is usually an invisible ring around the player that when said meshes, most of the time the foliage like grass and weeds, are to render / de-render from the players view port. There are generally two types of cull-distances to my understanding: Type A: General Cull-distance [GCD] - used to cull all foliage at x distance Type B: Cheap Cull-distance [CCD] - used to cull foliage further than the general cull-distance radius. (Cheap cull-distance is the best term I can think of since I'm not sure the actual one -- it means that foliage that exceeds the GCD Range but not the CCD range will render as "cheap" or low-quality models. The texture quality will be less, and the polygon count will be less. This is because it is at a distance the player cannot even see the quality that there would be no point in rendering it, thus adding unneeded strain on the client.) The reason cull-distance is existent is simply because if all the grass in the world rendered or grass at extreme range rendered, players would experience severe - if not game-crashing - lag. The issue stands currently that the distances are mandatory for gameplay optimization and to avoid lag and crashing, however it disallows the use of the foliage at a distance to conceal player characters from sight. E.G. if you are laying in a field of tall grass at the same elevation as another player, it would be nearly impossible to be spotted. However, if this player that is scouting is outside the cull-distance, they will see a character laying in a field of green texture (which is just the landscape material). There will not be any actual grass to conceal that character laying down until the scouting player gets within the cull-distance. So now I ask, what do we think can be done about this issue? Will it forever remain impossible to hide behind a simple shrub or in some tall grass at a distance? There is even a CCD for larger-scaled foliage such as pine trees and other large topiary. It makes it almost a 2d model at a distance, which means at a certain angle the player can be seen, and at other angles he/she is completely concealed. This is a real headscratcher! Taking it out is obviously not an option, so now what?
  10. dorn956

    Extensive Physical Interaction System

    Well aren't you a bundle of sunshine LOL I'm not saying I'm right, but I am saying that claiming I'm wrong is incorrect. Nobody's opinion is wrong. Maybe far-fetched at best, but certainly not wrong. If you have no hope for DayZ Standalone or don't see it going anywhere in the end , that what point do you serve in perusing the forums like it's any concern to you? Let the supporters do their thing my man. If you got beef with B.I. take it up with them, don't try to trash someone else's idea. But anyways -- who the heck am I to tell you what to do, right? I'm nobody to you and never will be someone to you, right? Yo do you, guy.
  11. So we all know that atmosphere is created through various aspects in the game creation world. Ambient props, decals, ambient sounds, ambient animations, dynamic events such as zombie attacks, player encounters, helicopter spawns, etc etc... [Discretion warning -- this get's a bit graphic] This created the atmosphere of a post-apocalyptic setting that denotes the will to survive and the instinct to kill or be killed. However, I feel like there's a huge lack in sentiment and story. Of course, yes, the game is in alpha and I'm sure this is to be expected and fixed in the future. Allow me to offer my two-cents here and say that I have a good suggestion that I'd love to start a discussion about to fill this gap. I placed a discussion thread on dynamic corpses of Z and non-Z humanoids that are temporary world-containers. They start out as dynamic props that hold generated loot based on location/body-type and allow the players to find gear within them. Quick e.g.: Out in a forest > find a log cabin > find a dead lumberjack (maybe he isn't infected? theory of a cure / immunity to the infection?) > he has plaid clothing on, one of those fuzz cap thingies, big ol' wellies, and a crude axe on him. He's a lumberjack who lives in a cabin and has an axe. That's sort of what you'd expect to find in a log cabin in the forest right? Instead currently when we go into a log cabin in the forest we find raincoats and fruits, just some basic household stuff you could find anywhere. But there's no story to that! So here's the gist: I think it would be great for the ambiance to tell a story. A dead body in a suburban home with a bullet entrance and exit wound in his head and a gun in his hand, and also a bloodstain on the wall behind him. What can we deduce from this? Suicide, as it looks like. We never know for sure because we weren't there, but that's the story we see from our point of view. Then there's the idea of the log cabin. We gotta expect to find hunting rifles and woodcutting hatchets in there! Every area of DayZ would have a type of dead body, type of expected destruction, and more. Like Elektro. There are broken windows on nearly every first floor house, and every store. This shows there was panic and looting that happened during the apocalypse. But there are little to no bodies left.. Why is this? There's no way everyone got out alive in that kind of panic. You would expect to find at least ONE dead body that isn't a naked fresh spawn, right? How about a dead helicopter pilot in the chopper spawns? An "alive" zombie bus driver in a bus that's stuck in his seat by the seat belt? (Bus is crashed into a tree, clearly a bloodstain on the steering wheel where the bus driver hit his head and had a concussion and died, also a a bloodstain on the forehead of the model for the zombie bus driver) A dead fisherman floating by the side of a dock in the water still wearing his raincoat? Shot in the back of the head off the dock? Let's hear some more ideas about scenarios you could encounter and how bodies and decals could tell a story!
  12. dorn956

    Spraypaint

    LMAOOOOOOOOOOOOOOOOOOOOOOOOO I just lost my crap for a moment Yes I also agree this would be an issue. This would be really cool to allow players to be forewarned that say a city has been claimed by "the barefoot bandits" or something. Or maybe like drawing arrows to a safehaven!
  13. dorn956

    [SUGGESTION] Gearing Point System

    That's a strong point, @IMT. I didn't look at it this way! You're right, from a roleplay perspective we would have no clue what another player would have -- or that anyone was even left. But also from a gamer's perspective, when we see a guy in a tshirt and jeans its unfortunate that we know theres a 99% chance they have no value other than being an ally. Some will kill others for gear. Some will kill others for food. Some will avoid new spawns altogether because they aren't worth time to talk to. For the intended purpose of an immersive game, you'd have to have a community willing to co-exist with this same immersive attitude. DayZ was rated the #1 PvP game for a short period of time because that's what players enjoyed about it most. Since it is the case (and even though I may not have the right to, I feel like I can safely speak for the majority of players when I say this) that most players are not there to survive, but to kill, then the worth of a fresh spawn is little to nothing. In fact, I would even call them a nuisance to well-geared and heavily-geared players. Why? Because they have nothing -- and they would kill for anything. See the issue? For the record I 100% agree with all these comments that my idea would be best fit as a mod. However, there's an issue at hand with the value of a new-spawned player and their effect on other players. Here's the main points: A new-spawn player is avoided because: They have nothing to offer (you could argue they have companionship, and tactical advantages, but this is such a rare desire that I'm going to rule it out momentarily). They will be likely to attack you for your gear, and avoid the roleplay and survivalist mission altogether. A new-spawn player is sought out because: They are being hunted by players with high gear who just want to kill people. They are desired as allies. EDIT: Cannibalism? Let's take a setting from a show like The Walking Dead, or Z Nation: After watching these series and getting a good idea for how survival works their, most bandits decide to attack people who look just like new spawns in DayZ (no weaponry, clearly nothing on them) because they feel like they have a stash somewhere or might have something valuable to them. In DayZ, when you find someone like that, you know that they don't have more than eight slots on them. The most they could be carrying is a handgun (which is not valuable considering the chance that they found a clip and the chance you have the appropriate ammunition are all slim) or something not valuable enough for you to want to have an encounter with them. In this sense, a geared player will shoot on sight, because they see a pest. Not a player. But what if everyone spawned with something valuable? Everyone would be hunted, and everyone would also be the hunter. Not just a high pop server with at least twenty players that have less than so much as a crude axe to defend themselves versus people who server hop to get gear that's otherwise impossible to find unless you travel really far out and get geared up to come down to where all the players are (which is where they spawn) and where they mainly encounter new spawns. Watch any dayz stream of people doing PvP in Elektro.. Bet that only 1/4 players they kill are new spawns that can't defend themselves. Sad part is 2/4 of them will be attempting to get a cheeky K.O. to gear up and then just do the same darn thing the first guy was doing anyways... It's saddening :( I do see all the issues that would be caused with allowing starting gear, but also there are a world of issues already existent without it. My purpose here is to enlighten us on this fact. Do we really think that when DayZ goes live as a full-fledged game after beta testing that players will stay for very long? At this rate we'll end up like Titanfall. Players will love it for the first 10 days then will decline in population by the 11th drastically. I'm putting myself in the eyes of a consumer who never played this game before. They spawn in with literally nothing, and walk around only to get shot by players with good gear then are like "wtf just happened"? Then they get lost in a town with Russian signs that they can't read, and starve to death before they find another player that won't attack them for what they have. I even see fresh spawns boxing other fresh spawns for no darn reason. The unfortunate truth at this time is that there's no real reason to care for another player. Maybe I'm getting too far ahead of myself, and I apologize for this huge rant, it's just I'm desperate to see this community succeed. I feel like a huge issue right now is the inability for new players to defend themselves and how deterred they would be by joining a game, getting knocked out, killed, kidnapped, tortured, and can't do a darn thing about it. At least with some sort of gun players will know how to defend themselves. I'd say enough people who come to DayZ have played FPS before and know how to use a virtual gun. But I'm not sure I could say the same about the melee mechanics. Sorry for all that, but am I getting my point across at all?? Maybe I should take this to a discussion thread? What do we think?
  14. I don't really know how to title this one.. haha. Okay so here's the TLDR; Before you physically spawn into any given server, an entity for your player ID is created and will persist until death after fully spawning in. This entity is a preset point system that dice rolls a number (let's say between 7 and 13) that you can spend to have gear to start with. This system is seen in games like Insurgency and a few others. Weapons and gear costs points. How this can contribute to DayZ SA: This point system can allow players to start with at least something tangible that can assist their survival quest. Don't we think it's a tad strange that everyone wakes up with three articles of clothing and the exact same gear? I'm sure this won't be permanent, but I have a good suggestion to replace this temporary state. Here's how it works; You start as that said 'entity' and are given a number between 7 and 13. This represents the number of (we'll call them) equipment points (EP [/gp for gear points] a player will begin with. Within this limited number of EP, you may select a small loadout to begin your journey of survival. So here's an example of the layout: *Dorn956 joins DayZ FL-11* *Starts with 10 points* *Basic clothing already given* First there's weapons: I use 8/10 points to buy a mosin, 1/10 points to buy a scope, 1/10 points to buy a box of mosin rounds. I am now all out of points. If I buy mosin rounds without the mosin, it will cost me 5pts. (This prevents the abuse of the point system to stock bullets and suicide). Corresponding items cost less as a bundle. The higher the item tier, the more it costs. Derringer = 1pt Makarov = 3pts CRz5 = 6pts Etc. Etc. Etc. The clips would be 1pt. The ammo would be 1pt. This would allow players to have reasonable defense against other geared players, instead of rushing them in Elektro and hoping for a knockout lol. Then there's tools: Let's suppose I spent 5pts getting a makarov, a box of ammo, and one clip. They all come worn state. Now I have 5pts left to spend on other necessities. Crude axe = 2pts Fireaxe = 3pts Hunting knife = 2pts Roll of bandages = 2pts Any small food article maybe 1pt? Get the gist? This would be a custom class system which would offer a variety of choices that would benefit the player in various ways. What do we think?
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