-
Content Count
266 -
Joined
-
Last visited
Everything posted by pvt_ammo@hotmail.com
-
The option to change your hud color would be perfect. Unlikely as this would mean changing the base code of the game. I too would prefer to see no hud and just have subtle ques telling the player of changes in their state. Visual blacking out but not actually collapsing is a sign that your bloods getting very low and you're about to pass out. Rumbling stomach a sign that you're hungry. Dry palate sound for thirst. ect ect.. But as of now there isn't any of that and regardless of how well the human eye can differentiate between shades of green. Orange,blue,red,white on a Green background is still going to show up better than a shade of Green on a Green background.
-
I thought this might help with the amount of players complaining and not knowing it's an alpha. Feel free to use the attached image.
-
Updated site banner.....
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in DayZ Mod Suggestions
Thanks! :) -
Regardless of whether the weapons are over powered, too common, whatever. IMHO these weapons are out of place in this game. I would go as far as adding the DMR to this as well. The most fitting sniper rifles in this game are the M24 and the CZ.
-
Slower zombies, increased numbers.....
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in DayZ Mod Suggestions
This is near perfect. Other things I would add is player stamina. I hate the fact that players can run a full sprint indefinitely. Players really need to tire after sprinting. This would add a whole new dynamic to the game. Also in regards to having different strength zombies. It would make sense if military zombies who are wearing body armor and helmets would be harder to kill than your average Joe zombie. Could also add cops in riot gear who are also much tougher to kill. -
[DayZ v1.7.2.2/94945] Server error: Player without identity
pvt_ammo@hotmail.com replied to facoptere's topic in Mod Servers & Private Hives
-
More Zombies But Make Them Slower
pvt_ammo@hotmail.com replied to deadlyslob (DayZ)'s topic in DayZ Mod Suggestions
I've previously suggested this here and here. Seems the general census is that people want this tried and tested. -
Lucky you.
-
Hotfix Build 1.7.2.3 Rolling Update
pvt_ammo@hotmail.com replied to rocket's topic in Mod Announcements & Info
Could you please post up a direct link to these patch downloads as well as torrent. Thanks. -
Romero Zombie vs Rage Infected
pvt_ammo@hotmail.com replied to drewmaw's topic in DayZ Mod General Discussion
Read the last paragraph of my post above yours. =D -
Petition to make ALL Doors Openable.
pvt_ammo@hotmail.com replied to Chiefmon's topic in DayZ Mod Suggestions
No need for a petition, Rocket has stated on many occasions he wants to make all buildings accessible. Whether that's going to happen as a mod or when it's released as a standalone only time will tell. -
Romero Zombie vs Rage Infected
pvt_ammo@hotmail.com replied to drewmaw's topic in DayZ Mod General Discussion
This ^ I don't get this idea that slow zombies are easier. It's usually the slower ones that take you out after you have shot the faster ones first and are in the middle of reloading or ran out of ammo. A mix of fast and slower ( and I repeat by slower I don't mean snails pace ) The current system is, pull agro from fast zombie, run into building, lose zombie. This system is good for the first 20 minutes but then just gets boring. Now imagine a world where zombies don't give up unless you're very far from them. They are relentless, more numerous and a little slower. The scenario of getting cornered goes up. There's that feeling of never feeling safe. Zombies may still be pursuing you and you don't even realize it. You've shaken off the fast ones and are patching up in the woods and getting your blood back up when a group of zeds start stumbling through the trees after you. That delayed attack time adds more to the immersion. None of this, I feel safe now the fights over and I've lost agro. Also putting a stamina mechanic in the game would force the player to have to stand and fight the fast ones. You can try to outrun them but they will catch up with you eventually. If you choose to run into a building to lose agro or take them out you will then have to deal with the 15 more slower ones now filling up the exits. The times where I've felt really paniced in this game is not when there are a dozen at a door trying to get in all at once, they are easy to take out. It's the ones that keep trickling in over time. You've just killed a horde and then some more spawn, now I have to deal with this second wind. With slower harder to kill zombies this would really ramp up this feeling of panic. That feeling of, I don't have enough bullets to kill all these. I'm going to make a run for it after I put this next one down. Slower doesn't necessarily mean easier if executed the right way. One might argue, well why not just give the fast zombies the same attributes as the slower ones you ask for, that would make them more of a challenge. In this case, no. We would simply end up as we did a dozen patches back where the zombies were simply too hard and had no real immersion to them. Rocket keeps going on about wanting an authentic experience. As of now, the current state of zombies aren't authentic. I feel like one is trying to reinvent the wheel when it comes to how zombies behave. Instead of continuing to try and rewrite the zombie mechanic which this game engine is clearly not suited for, perhaps there should be more focus on a zombie mechanic that is more fitting to the game engine, ie. slower shambling zombies where the player gets tired and is unable to out run. The fact that this mechanic hasn't already been tested on a public patch doesn't give me too much hope in ever seeing such a mechanic being tried. This is an Alpha so I do hope this mechanic is at least tested. It might be the best thing to be added to the game. It might be a pile of sh!t. But we will never know if it is never tried. I just hope the devs prick up their ears and take note of some of these suggestions and say fuck it, lets give this a go what do we have to lose? For those wondering, the mod that video is from a mod called Undead Mod which can be found here. Unfortunately this mod doesn't work too well with multiplayer and the AI of the zeds is a bit sketchy. Still, it does look very authentic and certainly gives a lot of immersion with the awesome zombie sound effects. -
A real Ghilli suit makes little to no sound.
-
Global ban from a hacker in-game?
pvt_ammo@hotmail.com replied to gll_5852@hotmail.com's topic in Mod Servers & Private Hives
Unless there's another US350 server running, there are no logs of player name xXTROLLZORXx in our server database. -
I made a similar thread here Others have replied with some good info. Hope this helps you too. =D
-
I would like to ask members of the community who have knowledge of running servers how they Identify cheats within log files? Are there any particular things that a host can definitively ban a player for if seen within a script log. I read from different sources that the following line you should ban for and others saying it should not. 11.07.2012 11:35:32: NAME (IP) GUID - #13 icopter" || _v iskindof "plane") then { _v setVehicleInit "[this] spawn BIS_Effects_AirDestruction"; Or 11.07.2012 14:24:28: NAME (IP) GUID - #34 raddWeaponcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addWeapon.sqf') Would also like some insight into how some of you deal with cheats in your servers. Are there certain things you do that aids in capturing them? Any help would be greatly appreciated. I'm sure others in the community just starting out hosting a DayZ server would also like some information. Thanks.
-
Cheat Identifying
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in Mod Servers & Private Hives
I thought these files are auto updated after each server reboot anyway? -
Romero Zombie vs Rage Infected
pvt_ammo@hotmail.com replied to drewmaw's topic in DayZ Mod General Discussion
Made this suggestion a while back Here. My preference is definitely the Romero style zombie. But I wouldn't want them so slow that you could simply walk right by them. I like to think of the old game Gauntlet, how the mobs endlessly pursued you. They weren't speedy fast, they were just relentless which is the way zombies should be. Their numbers are their threat. The current zombie system has a good amount of zeds to create a good horde. People have suggested having different variants of zombies depending on their level of infection/decomposition. From the fast to the slow. I quite like this idea as it gives them variety and mixed challenges. I have to say a slightly faster version of these zombies in this video would be awesome! With a few fresh ones that would move a lot faster forcing the player to run through the slightly slower ones. -
Rendering Issues?
pvt_ammo@hotmail.com replied to saturnsvoid@gmail.com's topic in DayZ Mod Troubleshooting
Your Full System Specs are usually good to post with issues like this. Only suggestions I can give at the minute is, if you're running steam, check file integrity or for retail do a reinstall of game. Possibly corrupt files but it does look like an issue with alpha map of the textures. -
Cheat Identifying
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in Mod Servers & Private Hives
Thanks for your feedback. I totally understand the issues with the current system, it's utterly flawed due to the nature of the ArmA engine. As Rocket put it, "ArmA is a very trusting engine." I made this thread in the hope that perhaps some admins have a few tricks up their sleeves to try and monitor what's happening and some insight into the script logs which I'm pretty unfamiliar with. No hope for us at the minute it seems. =[ I thought it would be a nice addition if they added a spectate mode for admins so they can follow and record players with a hud that displays a timestamp/date, GUID of the player being followed and the admins GUID and perhaps player IPs. It isn't full proof but it gives us admins some extra tools to combat this issue. Thanks again for your info. Anyone else that would like to add anymore info or suggestions to this would be greatly appreciated. -
Desyncing - My server or hive?
pvt_ammo@hotmail.com replied to Lith's topic in Mod Servers & Private Hives
Been having exact same issue with our server since update. Been frantically tweaking the server settings to try and resolve the issue but to no avail. It's good to know we are not alone with these massive desyncs since the last update. We had a few desync issues prior to the update but that's usual for ArmA. But after the patch there's most definitely a massive increase in "moonwalking" and desyncs. -
L85A2 disabled? Reaaaly? DICE?
pvt_ammo@hotmail.com replied to FrostDMG's topic in DayZ Mod General Discussion
-
To those who say "oh it's only an alpha blabla "
pvt_ammo@hotmail.com replied to mkrrr's topic in DayZ Mod General Discussion
[No spamming. - Ubi] -
Build 1.7.2 Rolling Update
pvt_ammo@hotmail.com replied to rocket's topic in Mod Announcements & Info
Thanks for the hard work Glen, I mean Rocket. -
GIRLS THAT PLAY DAYZ
pvt_ammo@hotmail.com replied to wormholes556's topic in DayZ Mod General Discussion