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Everything posted by pvt_ammo@hotmail.com
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New Epoch Server, we need you! ( -=DUS=- )
pvt_ammo@hotmail.com posted a topic in Mod Servers & Private Hives
SERVER IP: 81.19.216.152:2360 Hey guys and girls of the Epoch community, we just want to let everyone know about our new EPOCH PANTHERA SERVER that's up We are a fresh new server currently only 2 weeks old with a current average of 15 players and looking for more groups and members to help expand our growing community. Our server is lag free with little to no downtime with regular database backups, so very little disruption if things ever were to go wrong. We have active friendly admins always willing to help players. Admins also hold regular events from treasure hunts to pvp challenges. We also try to setup all new members to the server with a free car to get them started. Website: http://dayzultimatesurvival.enjin.com/homeFeel free to ask any questions on our TS3 server.TeamSpeak: 85.236.109.244:15147 (no password needed) SERVER FEATURES: Self blood bag.Auto Repair/rearm/refuel stations.Sarge AI with good loot.Indestructible bases.50 Meter Plot Poles with Zed Shield.Supply drops. (without AI)Lift and tow.DZMS + Wicked AI mission system.Take clothes.Snap build.Trader Safezones.Roaming AI murder squads.No loot drops off AI if they are ran over. AI carry RPGsCustom AI city.Custom loot boxes at AI city.All AI city AI have edited custom weapons and loot for better rewards from the area. It's maximum risk maximum reward. Added extra weapons + some launchers for more interesting pvp. Added extra vehicles including military vehicles.Custom map features added, extra castles and buildings around the map for individuals and squad groups to take over, additional barracks and scenery to add to immersion with new content being added regularly. We hope to see you in our server soon. -=DUS=-Gaming Screenshots: AI City: Here are some screenshots of some additional content added to our map. Extra castles for the taking, fully furnished hangers and added barns and houses for base building. -
Third person view removal from SA discussion
pvt_ammo@hotmail.com replied to lev's topic in General Discussion
I'd have to sit on the fence on this one. I really like both. When it comes to ArmA3 It really depends on my gaming mood for that day. Sometimes I want to sit back and relax so third person would be my preference. Some days I want full on immersion, lights off, headphones on and face inches from screen, that would be when I play FPS only servers. So I don't think it should be one or the other, they should be both in, they both have their values, one gives a nice casual game style while the other definitely gives better immersion, but you should always give the player the choice to choose which they want to play. But they definitely need to be on separate hives because one gives an unfair advantage over the other for sure. -
You want endgame? How about major projects instead....
pvt_ammo@hotmail.com replied to combatcomm1's topic in General Discussion
I have to admit the thought of having some sort of objective or common goal would be nice, but it would be very short lived in a world so open ended. People would probably light up Cherno a few times and then it would fizzle out like the lights would from an fueless generator. Powering lights in towns or defending a base aren't a necessity for survival within this gaming environment. Not that I would totally write off someone's thought out suggestion it would be nice if you could splice it with my suggestion of fluid progression. These are common goals that we all need to achieve to progress further to improve your odds of survival, but to do that you have to risk your life to do so. Here's my fluid progression thread: http://forums.dayzgame.com/index.php?/topic/158264-fluid-progression-suggestion/ If you could some tailor your suggestion to fit with this kind of fluid progression then it could work. Same goes for any other goal based/objective based suggestions. Perhaps the need for power would be more suited to get all fuel stations working to pump gas out for vehicles and generators. This would then encourage cooperation to some extent, I mean bandits need fuel for their vehicles too, right? I think the bottom line here is, we can't add objectives that have no real causal effect. Putting the lights on a night, yeah so what? Not really a big deal to be honest, people actually live better without them. I think big towns and cities should be areas that we avoid at night. There should be more dead there. It's night fall and you're starving, and the town is full of the dead at night, fcuk going in there, but you have to because you're starving. Night times need to stay dark, especially in these places. Your second suggestion is quite nice though. Not sure about the whole fortification thing but I think if any city or town is cleared then there should be a time limit on how long it becomes repopulated by the dead. I love the idea of the zombies spawning from outside of the city/town and reentering it, perhaps even having the time reduced due to gun fire or conflict within an area. The more noise we make as survivors the quicker the place gets repopulated by the dead, attracted by the noise and the smell of fresh blood/corpses. -
Stop changing spawns until....
pvt_ammo@hotmail.com replied to KarinjaNinja's topic in General Discussion
My guess is they are analyzing the way people deal with spawning in these locations with very little loot. Trying to balance it out by pushing the player to their extreme. How does a player react in this situation? What directions are they going? How do players interact with each other? ( The massacre threads being posted are a good example of this ) They will be plotting graphs of player routes while they adjust these spawn locations. It's a lot to do with cause and effect or causality. Causality is a huge foundation for most of DayZ gameplay. It's difficult to plot out loot spawn locations if they don't have a rough idea of where players are actually traveling. It's quite clever what they are doing. When a server restarts and is full of loot, they can see how players react and where they travel with a bounty of loot. Then they can gain data about how players react when they respawn and there isn't any of this loot left. Where do they go next, what are the next choices they are going to make? -
totally unplayable as of right now due to freeze-lag
pvt_ammo@hotmail.com replied to millenniumgroup@gmail.com's topic in General Discussion
The item I set in bold and underlined, I think this pretty much covers the freezing issue as well. These things are connected. It's a player location issue. Possibly caused by client desyncing from the hive. I've found the rubber banding or freezing usually happens after running extremely long periods possibly when there is heavy traffic from servers to hive. -
My transition from friendly to psychopath!!!
pvt_ammo@hotmail.com replied to fourhoesinatree's topic in Gallery
This is a great example of the enough is enough mentality. " I've tried to be nice, I've tried to be friendly, but all I get it killed. Enough is enough, I shall now start doing the killing " This is why KoS is so rife, it only takes one player to perpetuate kill on sight. It will take an army to stop it. An army of the civilized. -
Dear Mr Dean 'Rocket' Hall, can we please have boxing gloves spawn in the game? Give me some beans if you agree! Fricken epic video though man, I haven't laughed like that in a while. Cheers, thoroughly entertaining, more please! Oh and have my beans!
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http://steamcommunity.com/sharedfiles/filedetails/?id=209857005
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Not sure if this has already been posted but this just has to be shown to the world. This has to be the worst player ever. Also this is exactly why we need to be extremely strict on combat logging. I'm sure you know who you are who logged out. You are a prime example of everything that's bad about some of the players in this community. 100% Coward. http://www.twitch.tv/thec1aw/c/3442058
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How to mug people as a fresh spawn ;)
pvt_ammo@hotmail.com replied to albinorhino's topic in Gallery
Simply Brilliant! -
Aww guys, he won the fight fair and square you should of honored his win and let him go. Was brilliant though up until the summary execution.
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Worlds most lamest player EVER!
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in Gallery
The fact that the guy is at the coast and clearly has just spawned and the dude kitted out is clearly just prowling the coast to fcuk with fresh spawns. I'm not surprised he was hostile toward him, he knew his fate. The guy was attempting to handcuff him, what do you expect he was going to do, kit him out with nice gear and be friends or force feed him his own eyeballs? I would wager the latter. Just because someone doesn't shoot you instantly doesn't mean it isn't KoS, perhaps there should be a new acronym, Handcuff and Kill On Sight. HKoS. The fresh spawn took his chance to escape from certain death and took it. Props to him for that, also looking at the douche bag combat loggers inventory he was clearly a server hopping farming noob as well, backpack full of 60 round coupled clips? Those were legit. lol Hope the guy that combat logged feels like a total and utter cowardly combat logging exploiting noob. -
Combat Logging/Server Hopping Brainstorm Thread
pvt_ammo@hotmail.com replied to atmaca (DayZ)'s topic in General Discussion
Nice thread started, perhaps this should be pinned seems pretty popular. Here's my addition to this brainstorm. http://forums.dayzgame.com/index.php?/topic/156680-ghostingloot-farming-server-hoppingcombat-logging-possible-solution/ -
Does any one else feel burnt out already?
pvt_ammo@hotmail.com replied to scaramoosh's topic in General Discussion
I think you answered the reason for your boredom with your first sentence. " Before people moan I know this is an alpha. " If you are playing to have fun and get some lulz then you shouldn't of bought the game as of now. I will direct you to this stickied thread..... http://forums.dayzgame.com/index.php?/topic/155089-is-it-worth-buying-dayz-standalone-yet-rocket-response/ You shouldn't be playing to have fun and get to end game. You should be playing to find bugs and report. There simply isn't enough content to be playing this game seriously at the minute and probably not for the next 12 months. Come back when the game is ready, you're clearly not cut out for alpha testing or simply do not understand the concept of it. Not trying to be rude, just trying to be brutally honest. The same goes for others who feel "burned out" already. -
Would this simultaneously fix Server Hopping and Ghosting?
pvt_ammo@hotmail.com replied to ZedsDeadBaby's topic in General Discussion
I came up with a slightly more complex system that would solve pretty much all of the above. http://forums.dayzgame.com/index.php?/topic/156680-ghostingloot-farming-server-hoppingcombat-logging-possible-solution/ -
Mouse issues, literally unplayable... top priority?
pvt_ammo@hotmail.com replied to Rekuja's topic in General Discussion
This might be a bit obvious but have you turned mouse smoothing right down? -
How can we make a players life more important than his gear?
pvt_ammo@hotmail.com replied to knawx's topic in General Discussion
As crazy as this may sound this is actually a good idea. Dean was talking about the possibility of micro hives. Hives that are still connected together but not to the main server. Having a one life every 24 hour could make for some damn good gaming in a micro hive setting. Play on the 24 hour life server until you get killed then go play on the main hive until you can spawn in the 24 hour one. Would be a nice experiment to see how it panned out. Also it could be very stat based, best survivor leader board. Who survived longest, how long did they travel, Who survived the longest without killing anything, Who survived longest and killed most. Lets do it! -
Areas of high value loot/gear seem to be a huge focus for a lot of players in this game. The game usually consists of spawning, getting basic supplies and heading for high value areas such as military bases and or airfields. These areas seems to be places of farming and camping, the only real threat are other players a handful of walkers and your personal needs. I would like to see some more progression for these areas. Not a simple case of every military base is a high loot base. Every base has a cookie cutter threat level. Now, I feel there should be low end military camps, medium and high. Low level camps would consist of low level military gear with fairly low level slow unarmored zombies, mainly civilian, think an FOB ( Forward Operating Base ) military base like Balota on the coast where lots of civilians were taken in when the outbreak started and now overrun they wander the place aimlessly looking for a victim, most of the high end gear has already been plundered . Zombies not too much of a threat, can be killed with small arms and melee weapons. The loot you obtain from these low level areas will give you military spec shotguns, sub machine guns such as the SA series among other arms of this nature, and armored gear to allow you to progress to being able to enter the next level of military installation. The next level bases slightly further inland. These bases were the FOS ( Forward Operation Sites ) which held pre-positioned equipment such as medium level arms and armor, gas masks with gas tanks and air filters, biohazard suits, the weapons would be superior than the low level base gives you, some basic automatic assault rifles, light machine guns both with no special attachments and the rare grenade. Zombies would be somewhat tougher than the low level military base. You wouldn't want to enter the area with a house hold pistol, hunting rifle or double barrel shotgun and forget melee weapons. Most of the zombies in this place would be wearing lightly armored gear. They would take a fair few rounds to kill and would not go down from melee attacks ( you could knock them down but they would still get up ). The weapons you gained from the low level military base would be more wise to use when entering this medium tiered installation. Now we come to the high level military bases, the north and east airfields ( MOB Main Operating Bases ) . These places are dangerous and highly hazardous to be. To start with they are blanketed with a chemical cloud. Possibly the cause of the original outbreak. Stored chemicals were released into the local area when the place was overrun. You wouldn't want to enter this area with out wearing a gas mask, filters, oxygen tank and a biohazard suit. Zombies here are also very dangerous, it seems being exposed to these chemicals makes them, faster and stronger. This makes them hit harder and take a lot more rounds to be taken out. They would all mainly be wearing full military armor with the odd one wearing a bio suite, these ones are nice to entice into groups as you can shoot their gas tanks which would explode. Now the gear in these areas would be highly prized, tons of medical supplies, blood, saline, IVs, morphine you name it. Along with highly prized pristine armored gear. All types of weaponry from assault rifles to sniper rifles. These places would also have chances to spawn all attachments for every weapon with a very high chance of them being in tip top pristine condition. Vehicle parts for military spec vehicles can be found here too. If you are very lucky you may even find more filters and CO2 tanks to prolong your stay in the zone. This moves me onto the next thing, your CO2 tank and filters will wear/run out over time and would have to be replaced. Thus making the player have to return to the previous bases to salvage more items. This system of invisible barrier progression I think is essential to the longevity of DayZ. This could be used on many other situation such as food, and vehicles to name a few. Vehicles especially, there needs to be a very convoluted and difficult path to take to actually obtain a vehicle. Engine, wheels, fuel tank are far too simple. Needs more additions, battery, sparkplugs, oil. Battery may not be charged so you have to find a generator, generator needs fuel. Generator makes noise, noise brings zombies. Everything needs to be a full on struggle to survive and have some sort of path and story. A beginning a middle and an end but you make that story yourself through this path of horrible odds and invisible barriers that you are forced to break through to survive. Rocket has somewhat already got these invisible barriers in place. The hunger/thirst system is a good example along with the disease system that is being added. They force you to obtain something to get to somewhere else. It's all about putting a problem in front of the player and letting the player work out the best way to tackle that problem. The issue at the minute for DayZ Game and even in the mod is, there simply isn't enough problems to overcome and if there is, they are simple too easy to overcome or even avoid entirely. I know these things are absolutely possible with this engine and would utterly love to see them tried and tested.
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Fluid progression suggestion.....
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in General Discussion
Thanks for supporting the suggestion. I would also like to add that gear in the lower tiered bases would be predominantly of a lower quality, worn, damaged etc.. Also in the chemical cloud zone there's a chance for zeds to split, rip and tear your suit with a high chance of getting infected, losing precious CO2 and getting bled depending on the quality of the suit and the damage inflicted. So the need for bio hazard repair kits would be another item to loot from previous bases. Maybe even duct tape as a makeshift alternative but you still lose some CO2. -
How can we make a players life more important than his gear?
pvt_ammo@hotmail.com replied to knawx's topic in General Discussion
I think once they start adding the web based statistics it will change the way people play. Stats really give's a player identity and reputation. If people see you are nothing but a one shot killer you will lose reputation. Some people will thrive on this because they want to be the best bandit, but other may want to pursue other avenues. Currently the anonymity of killing a person with no recourse is biggest reason for KOS. If players kills and stats are shown for all to see they might be less inclined to kill anything that moves, meta gaming will become a big part of this game in the future and your reputation will play a huge part in that. On a side note: Check out DayZ Unleashed mod. Learning and leveling is a system they have been toying with. http://www.dayzunleashed.com/ Very good mod actually, definitely have been trying totally different approaches and ideas to most other mods of DayZ mod. -
I don't think it's an issue with disabling gamma to be honest. I think it's the other graphics effects that aren't consistent like I pointed out before. You can change Gamma without affecting contrast and brightness with certain settings turned on or off. The issue is those settings, namely HDR and Cloud. They have a huge impact on gamma correction. As for day night cycles. I did suggest to a friend the other day that it would be better if the cycles were half day. 12 hour cycles instead of 24. So for every 12 hours it would cycle through a day and a night.
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This is an issue which I too hope gets addressed. There's definitely no consistency between graphics settings when it comes to gamma correction. Turning off clouds or switching HDR settings at night make a huge difference to visibility in the dark. Perhaps these advantageous settings should be automatically disabled at certain times of the day/night and or light levels. The first few days of playing the Alpha at night were probably the best because very few had really figured out how to exploit the gamma settings yet. Everyone was using torches at night. I just hope we can get that back. Immersive gaming at it best.
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Ghosting,Loot Farming (server hopping),Combat Logging. Possible Solution.
pvt_ammo@hotmail.com posted a topic in General Discussion
This has been mulled over for a long time and there have been many solutions to all of these problems. I thought I would give my suggestion to a possible solution to all these issues in one thread. So here goes.... So when a player joins a server a timer starts for that player. Let's say 1 hour*. ( I'd like to point out that if a player has played in a server for more than an hour and decides to switch server they will not incur any of the penalties below with the exception of alt-f4ing. Same applies to players who leave and rejoin the same server but the 1 hour timer will still reset.) Lets take for example the distance from one end of the Northwest Airfield to the other ( currently one of the prime places for loot farming), which is roughly 1700 meters. Let's round it off to 2000 meters. If the player changes server within the 1 hour* period, when they join another server they will not be able to loot any items within a 2000 meter radius for 20 minutes from that spawn location. Also the timer is reset to 1 hour* again. If they again leave and join another server within that hour* the loot radius is increased to 4000 meters for 30 minutes from that new spawn location, then 6000 for 40 minutes, then 8000 for 60 minutes. For the fifth time the player hops server within the 1 hour* limit their character will be spawned on the beach with no gear. On top of this, the player will not be able to move for 15 seconds for the first hop, 20 seconds for the second, 30 seconds for the third and a minute for the forth. The player will also make a noise in which the radius increases of which it can be heard ( a radar ping, radio static/chatter or something similar ). 50 meters first hop, 100 meters second hop, 200 meters third hop, 500 meters forth. The duration of the sound will also work on the same basis as the player not being able to move, using the same time frames. In addition to this, the players character will have a log-out timer regardless of if they log-out by the proper means or by alt-f4ing. A disconnect will always be incurred with a timeout. The players character will stay for at least 10 seconds. In regards to server hopping this will be increased too in the same fashion as server hoppers not being able to move when they log-in. Furthermore If a player disconnects while, bleeding, being shot at or hit by another player or being hit by zombies; the players body will remain in-game as if they had just been killed and they will spawn at beach when they log back in. Disconnects through Server crashes or restarts will not apply to these rules. If a player is found being sent to the beach more than 3 times they will automatically get a 24 hour ban from playing in any server. Also values can be tried, tested, tweaked and changed to fit what's most suitable and effective. So in summary. A player that switches server within an hour of joining server will incur the inability to loot items within a 2000 meter radius, will not be able to move for 15 seconds, will make a noise in a 50 meter radius for 15 seconds. These values will increase for each additional server hop as stated above. -
Ghosting,Loot Farming (server hopping),Combat Logging. Possible Solution.
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in General Discussion
This is mainly for those who make the comment " server hopping/loot farming isn't much of a big issue " sorry to tell you but it is, and it's game breaking. I've been trying to make a video to show the reasons why server hopping and loot farming is such an issue but the capture screwed up and then I got killed from a glitch. Gotta love my luck in this game lol But to outline what I wanted to show was this. I hopped several servers over the course of about 30 minutes to an hour at NWAF. I had got a full set of pristine gear, everything. Tactical vest, helmet, boots, pants, gloves, gas mask you name it. I got pristine backpacks ( I usually place one big bag inside another to get the extra slots which I hope they patch out ), pristine ammo boxes, 3 in total full of 60 round per slot of ammo for a total of 1080 rounds of ammo. Not including my loaded pristine coupled 60 round mag I had in the rifle and another in my main inventory for a grand total of 1200 rounds, this stuff is suppose to be rare? Not when server hopping is concerned. Pristine Yellow storage cases, 4 of those and enough medical supplies and food to keep me going. A full pristine M4 with every scope, butt, handguard, silencer and bipod. Pristine FNX45 with pristine RDS and more ammo for that to choke a server hopper with. On top of that I was never short of water because there is a Well conveniently placed at the south end of the airfield, perfect, so I never have to leave if I get thirsty. Oh and every barracks has at lease some form of food in. The larger prisons usually has rice, a whole bag of which will keep be going for days. I'm guessing you're now possibly getting the picture I am trying to paint here. A mere 30 minutes to an hour of loot farming through server hopping and I'm end game. To get this kind of set would take the non-exploiting player probably a few days with a lot more hazards to contend with. The whole survival aspect has been negated just because I can do this. The whole reason for the game has been removed. It also gives a huge disadvantage to those who are playing the game as intended. Entering an airfield with a chance that some goon will spawn in, fully kitted out right on top of you which has happened to me on a few occasions. You're not playing a game of survival anymore, you're playing a game of who can get the most and best loot the fastest. Don't get me wrong, I'm not one to play like this always. I merely did it to demonstrate the shortcomings of such a system. I truly play for the RP aspect and love attempting to hold players up, rolling with groups of friends and having a very difficult time of surviving. I still find the game too easy in its current state ( I know it's an Alpha ) But certainly look forward to the disease system and more dead folk walking wondering the world, but I digress. Mercules makes an awesome statement to backup my argument. Yet another reason server hopping/farming really is an issue that should be addressed as much as cheating and punished accordingly. Desryachri, on 23 Dec 2013 - 4:58 PM, said: If a player is found being sent to the beach more than 3 times they will automatically get a 24 hour ban from playing in any server. I'd uninstall the game.. Mercules quotes Desryachri with a perfect example of why we need to take a zero tolerance stance on such matters. Even if my suggestions are too complicated, not possible or simple don't work as intended if tested, there definitely needs to be a system in place to combat such game play behavior and it needs to be very strict. A slap on the wrist isn't a good enough deterrent to get through to this type of player. -
Ghosting,Loot Farming (server hopping),Combat Logging. Possible Solution.
pvt_ammo@hotmail.com replied to pvt_ammo@hotmail.com's topic in General Discussion
I don't see why it's hogwash? It's a perfectly legitimate suggestion that could be tried and tested behind closed doors to see if it's achievable. Just because you personally perceive to not be achievable doesn't mean it isn't, so please do not dismiss someone's suggestions with such flippant remarks. Also nobody stated that this be implemented immediately, if at all. There really shouldn't be any kind of restrictions implemented at this stage of the build, it's an alpha, we need freedom to go to any server and do as we please so the dev team can record as much analytical data as possible, that is not up for debate. If the dev team read this thread and take it into consideration that's all that matters. You only have to look at my past suggestions to see a lot have already been implemented. I try to think outside the box instead of repeating the same basic idea like, put in a logout timer. It still doesn't address Ghosting and Loot farming. I just hope they give the idea a go, after-all Alpha is R&D at the end of the day. No harm in making suggestions but there is harm in blankly dismissing them.