lev
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The only sign that isn't in Russian on DayZ -_-
lev replied to NagsterTheGangster's topic in General Discussion
Also the game takes place in the Czech Republic so don't know whats up with all the talk about Russia. -
Definitely a good idea in concept but way too hard to enforce. This is a meta-gaming problem that cannot be effectively tackled by preventing people from chatting on other services. Perhaps if we could find a way to boost the value of in-game chat, we might be able to convince those players to use in-game chat over programs like Skype, TS, vent, etc, but until then it is too easy to circumvent to justify spending significant time on.
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Would this simultaneously fix Server Hopping and Ghosting?
lev replied to ZedsDeadBaby's topic in General Discussion
Ridiculous? Currently there are hundreds if not thousands of spawn points along the shore of Chernarus for new players to spawn in on and people roaming the shores and killing un-geared characters is already a problem. No one looking to PK needs to wait days right now, what do you think will happen when we bump players into a very well defined radius outside of the cover of a town/buildings? Think for a few seconds please. Who is most likely to unlog in a town, particularly the main ones along the shore? Mostly new players because they don't know what they are doing so why screw them even more by adding this completely illogical and unrealistic feature? Why should players who take cover in relatively unimportant buildings get bumped out of the town? Honestly, there is no real reason except to satisfy your feature. Are there better and less intrusive ways to fix server hopping and ghosting? Yes, and a lot of them have been posted already. -
Just because you don't like the way he wants to play the game doesn't mean he shouldn't be able to play it his way! So what if there is a tank in game!? You don't have to use it! It doesn't affect you!
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Would this simultaneously fix Server Hopping and Ghosting?
lev replied to ZedsDeadBaby's topic in General Discussion
Awesome, now I can just scan nicely defined borders to pick off people logging in. You've just made the "everyone spawns at shore problem and gets camped by geared players problem" extend beyond just the shore. Instead of solely addressing the problem of people being able to server hop and/or ghost, you've designed it so that players who want to take shelter in a building can't either along with people who try to abuse the system. There are much better ways of fixing this issue than implementing some contrived system of bumping people out of their stored location. -
This may be a very hated idea but I'm gonna post it anyway. Background and goals for the idea: To address the prevalence of KOS mentality. Necessary disclaimer: I'm not against KOS and I've practiced it many times myself. However, I do think that KOS player behavior is a bit too common (even in myself, and I admit that I could reduce the problem but I don't because I simply do not like to die to another player because of misplaced trust). I think in the long term, the amount of KOS might lead to stale gameplay and reduce the success of the game. I don't want to advocate for hardcoded methods of limiting KOS because I definitely think it is totally valid and makes the game more interesting. Rather I prefer methods that naturally alter the players' mindset. A lot of things have been suggested to do this such as increasing the amount of team work needed to do certain things, making survival harder, or increasing the zombie threat but I think one idea we have overlooked is the idea of a player controlled zombie. Assumptions and rationale: Generally, I believe that players have shifted to a KOS mentality because of how easy the survival component was. Once zombies were well understood they ceased to be a major threat and the food/water/shelter component of survival had never been a strong factor in player deaths. This type of generalization stems from my experience in the early mod days when players spawned with revolvers, ammo, and flares. In these initial days of the mod, it was not uncommon to see bands of strangers in groups as large as 20-30 people running down MSRs tossing flares, searching for supplies and killing zombies together. I believe that the main reasons that this was even possible came from several factors. In those days almost all of the players came from Arma 2 where gameplay modes (coop, TvT, CoTvT) were well defined and ROE was clearly reinforced in mission briefs. Thus in the early shift into DayZ, people tended to play it like a coop mode mission since they had not been led to believe that it was more than that. More so, I believe an even larger factor was that because the game was so unknown at the time, working together in groups made it easier to survive and figure out the constraints and possibilities of the mod. However, as the game became better understood and the mechanics were documented, players outgrew the challenge of surviving against the environment and naturally shifted towards PK-ing as the main challenge. Coupled with the massive influx of players who learned of the game only as this hardcore zombie mod where players were the biggest threats, the KOS mentality began to progress as the de facto standard of gameplay. Because of these reasons stated above, I think the major factor in the KOS mentality was the lack of environmental threats being supplanted by the pervasive human threat. The Fix: 1. When humans are killed, they respawn as a zombie in a random location within 300m radius of their death location or any location with zombies (both player and AI which should be clearly denoted in the spawn menu). Maybe this should be tweaked to a percentage chance instead of always occurring. 2. As a zombie, their speeds and stamina should be the same as an AI zombie. Player controlled zombies should be allowed all the same movement options as a human including up right movement, crouched movement, prone movement, ability to lean, roll, toggle between walk/run/turbo speeds, and climbing ladders. 3. Player controlled zombies' hp should be base zombie hp + additional hp based on how long the survivor lived (this needs tweaking for balance, maybe they don't need higher hp at all or it should be capped to a limit). 4. Player controlled zombies interaction options are limited to opening doors and melee attacks (until barricades are properly implemented, in which case player zombies should be able to smash barriers). 5. When player zombies speak, their chat can only be heard by other nearby player zombies. To a survivor human, zombie player chat will be heard as zombie moans and groans. Player zombies will not moan or groan unless they are speaking on chat. 6. Player controlled zombies have an ability which they can toggle on or off to have nearby zombies follow them (# of zombie AI should be capped at some limit). This should be configured such that the player can determine where in the group/horde they wish to position themselves (front,middle,rear, etc). 7. When a player controlled zombie dies, they respawn as a survivor as they currently do. 8. Players have the option to never respawn as a zombie if desired. Why I think it will work: Firstly I believe a human zombie would typically be more threatening than an AI zombie. The attack patterns will be less predictable and the ability to draw in a horde will make coordinated zombie attacks much more dangerous. This will satisfy the need for a more threatening environmental component by improving the zombie threat. On a larger scale, I believe that player controlled zombies will be able to dynamically adapt to player driven behaviors and interactions and make the environment more responsive than the current system. Instead of having a constant amount of environmental threat, areas of increased human activity will have increased environmental threat to match and thereby reducing the likelihood of KOS since KOS only makes it more dangerous for someone trying to survive. Additionally, I think this feature would appeal and be enjoyable to someone who was killed by another player by offering a chance at revenge. On the other side, I think it would reduce KOS behavior because of the concern that player you just killed might come back as a zombie and either kill you or make you waste resources killing him/her again + any other zombie friends they might have brought along. Some considerations: -Zombie metagaming - i.e. abuse of the feature through zombie-human cooperation by either having humans controlling zombie armies to fight their specific enemies or simply walking a horde of zombies out of a town so their survivor allies can loot freely. This might be avoidable by having a timer on being a zombie, slowly increasing the chance of becoming a zombie increase as the survival time increases, limiting the feature to engage only when killed by another human, or when dying ungrouped, etc. I think this is my major concern in implementing this feature. -Maybe we're opening a can of worms - the impact of this feature is very much unknown (including unknown unknowns) and human ingenuity can make this a game breaking feature or one that requires so many limitations that it renders it effectively useless in achieving its main goals. In consideration of this, adding this feature may require much more time to fix it afterwards than simply going with other ideas. Let me know your thoughts. Constructive feedback, even if negative is welcome.
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Other than having your field of view limited by your monitor and not being able to hear breathing, everything else you described is in the game right now. The only thing first person lacks from third person is being able to 100% accurately judge your surroundings which you cant really do in real life.
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There was actually some interesting mod work done recently regarding line of sight and third person. Here it is: http://www.armaholic.com/page.php?id=23768 Personally though I think the mod is more trouble than its worth mostly due to the fact that it is hard to handle cases like interaction with objects and what type of objects should show up and which shouldn't when LoS is broken (the creator did some interesting things with vehicles that I don't necessarily agree with).
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Your kid is not everyone else's problem. If real life is getting in the way of playing the game then you have to either give up the game or be okay with the consequences of having a life outside of it. That being said, a timer solution is not really adequate since it doesn't provide any real solution to server hopping. For combat logging it has its uses but needs some improvement in order to be actually useful. With regards to server hopping though, someone previously suggested a really good feature which was overlooked but it went something like this (I'm expanding upon it to make it clearer). 1. Upon new character creation, the character is assigned to the server it is on as the "home" server. 2. A player can switch their designated home server once per day. 3. If a player joins a non-home server, they spawn in a random location. 4. If the player is in a non-home server and they setup a tent, they can have their location stored by logging out within a 30m radius from the tent (30m was arbitrarily picked but sounded reasonable). 5. If a player logs out outside of the specified radius of their tent in a non-home server, they will spawn randomly on the server should they rejoin. They can manually return to their tent and log out properly to store location again if desired. 6. The stored location feature on tents can be shared with others specified by the owner of the tent (person who placed it first). For it to work, those other players need to logout by a tent they are authorized to use. 7. The login location storage can be disabled by another player that stumbles upon the tent. It won't destroy the tent but effectively wipes the stored location of players using that tent. Any players that stored their location by logging out by that tent will spawn randomly upon joining the server and need to manually move to the tent and logout again to re-establish a saved location.
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Will third person be removed in SA or will we still have to handle this via server splitting still? If third person isn't going away, will we finally get standardized difficulty levels? i.e. -Rookie: third person on + w/e other aids needed -Veteran: third person off - other aids I'd do more of an in depth discussion but I think this topic has been argued over long enough anyway. If Rocket hadn't allowed third person in the first place, this problem wouldn't have existed at all.
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Snipers & Spotters, wanna know the range?
lev replied to Sushidad's topic in DayZ Mod General Discussion
Just to help explain this in the context for Arma2 -For the correct mil-dots you have to be at the most zoomed in level possible in an Arma2 scope. So if you are using a rifle with 2 levels of zoom, the outer level won't have the correct magnification and scaling for the mil-dots. -Approximate height for a standing human in Arma2 is about 1.7 or 1.8m. approximate heights for crouched human is 0.9m and prone human is 0.4m. -
All 3 camps 200km apart raided in 6hours
lev replied to okano666@hotmail.co.uk's topic in DayZ Mod General Discussion
It's totally possible that they found it earlier but didn't take anything from it until you guys stocked it full or they got someplace setup to place it. Speaking from personal experience, I've found tents with some stuff in them but nothing valuable so I didn't take anything so as to not tip off the owners that their camp has been compromised. Even did this with a tent city. Also 200m apart is not very much distance to hide tents. -
Not sure how you could have played for 5 months since the mod is barely 4 months old.
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DayZ should become a stand alone game using a different engine.
lev replied to Harris (DayZ)'s topic in DayZ Mod General Discussion
Long time Arma player here. It's not about the size of the map that is the problem. The problem is the RV engine simulates and handles every instance of objects spawned into the map meaning that a tin can at NWAF is in your game while you are on the shore. This isn't important for a lot of games that runs on UE3 or CE because they aren't simulators, they just want to make a smooth gameplay experience. Now you might be wondering why its important to simulate a tin can km away from you that you can't see or interact with. Well that's because if you play Arma2 as a mil-sim and not a zombie mod, then things like artillery batteries several clicks away, air support thousands of meters up in the sky, AI movements and actions where you can't see them all become important. In a mil-sim if someone blows up a building 10km away from you, it better look exactly the same as when you get there; if someone places an IR strobe on the ground at NWAF and a helicopter is coming from a carrier on the south east corner of the map, the strobe better be at the right place when the helicopter pilot gets there. Its not easy handling the synchronization of that many things and a lot of larger engines have never found it to be a problem because the games made on them don't require them to do so. Its hard to imagine this being computationally complicated because we tend to think of scenarios including only a few of these things, but if you have to scale it up to fit a server of 50 players each with a different set of entities spawning around them and interacting then you get a bigger problem. Edit for clarification: the size of the map does matter if we're talking dynamic entities. I was referring to the static map (terrain that doesn't change for anyone). -
Ok so here's what happened. Back in the day, word got around the Arma communities that there was a cool zombie mod featuring MSO style persistence (FYI DayZ was not the first mission/mod in Arma2 to allow persistent sandbox style play). A couple of servers came up and all the existing communities got on it. This was back when you spawned with food, water, medical gear, flares, and a revolver + 6 packs of ammo. Since no one knew what they were doing, people tended to group up and play together. I remember running with a pack of 20 strangers on the first day I tried the mod. Another reason why players tended to band together was because the majority of Arma2 multiplayer is coop style missions and TvT/PvP missions are usually clearly labelled as such. The mod got more popular as word spread and I think the first burst of non-Arma players came after a youtube video became popular (forgot the name of the guy). At this point, players had already explored a good portion of the game and quickly realized there was no penalty for PK-ing. I can't say for sure exactly when KoS became the dominant meta, but it was around this time. The combination of lack of things to do + no PK penalty + influx of players meaning more player-player interaction led to more PK-ing. From then on a vicious cycle of distrust broke out and more and more players started to PK. When even more players joined, they were warned about PK-ing so a lot of them got it in their heads that PK was a part of the game. The other effect from the large amount of players joining was that information about loot spawns and how to deal with zombies became more widespread and common so players were reaching a fully kitted out stage (or at least military grade weapons) much faster and were less afraid of the zombies which led to more PK-ing.