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hulkingunicorn

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Everything posted by hulkingunicorn

  1. hulkingunicorn

    Rescue Teams

    Rocket prefers giving the tools to the players instead of playing god scheduling events (he said something similar in an interview). Also: I would prefer all this kind of thing to come from players. I just need to give them the tools to achieve this.
  2. hulkingunicorn

    Hotfix Build 1.7.2.3 Rolling Update

    Considering there's no way to tell whether your game crashed or you lost connection due to things outside of your control or whether you instigated the event, it's likely that you better hope not to have such issues when rocket's solution (whatever that may be this time around) kicks in. As for the technical side, you can create a new body with equipment on it.
  3. Ran out of quote blocks, so had to create a new post :) It would still be great for farming/reequipping. It seems like a logout timer could be a long way ahead, while the OP suggestion is way easier to implement; So if you change server for whatever reason, you teleport to a random location. Meeting up with friends or not paying attention to what server you're playing on never was cumbersome enough, though it seems you've come to the same conclusion.
  4. Which is why it has been suggested earlier in this thread to deal with those who do A-A in a separate way from those who go A-B-A. They run behind a rock/house and disconnect. With the engagement ranges in ArmA 2 you won't often have time to close in time to stop their bodies from despawning (especially if you try to move in carefully). Then they could server flank you at will. It might work relatively well in CQB. The OP idea is simple. Your last idea is a farmer's dream - have servers dedicated to warehouses, military loot and bases for storing loot - all accessible with a server switch. This could be in effect for reconnecters only, to be a bit less punishing. Then again, having it for everyone might enforce a good behaviour (not logging out in risk zones). If they play cautiously and log out in the woods, they're unlikely to need to fire within two minutes. Also, you really don't have to kill many zombies to get around (yes, I move slowly most of the time if zombies/players are in sight). If they log out in a control tower and hope to shoot a looter in the back upon returning, they might deserve being slapped on the hand by the game in that way. You didn't mention that he removed it in the next hotfix because it caused duplication issues and that it would have to wait until a new way to implement it was developed.
  5. That's a rather annoying post, seeing as your chosen font color blends with the default forum background. Are you even sure those servers are connected to the hive? My point was that we don't know whether the player somehow incited the application crash or packet loss or not, other than that we agree. I only brought it up due to your last section of the post where you specified intentional disconnects. Might be tricky and expensive, but most could be handled on the client side. The big difference is that it allows people who genuinely crashed/lost connection can rejoin their friends immediately, provided they don't enter another server in the mean time. A standalone game based on the same engine doesn't nescessarily have modding support or all of these nifty scripting commands that makes ArmA so vulnerable to begin with. While clients can still be modified, there might be less holes for Battleye (if used) to plug. Players sending code for the other clients/the server to compile is normal for ArmA missions, but something one could avoid with access to engine source. Yeah, I like your idea. Except his refinement allows disconnecters to instantly rejoin the same server, for good and bad. Yes, but... It seems too strict to prevent reconnecting to the same server after a glitch if they come straight back to that server. Perhaps having a different mechanic for those? Such as keeping them defenseless for a short while and forcing them to cough/shout or something? That would indeed open a horrible can of abuse. While it's harsh on those who simply loses connection, Junos has a good solution.
  6. Extremely easy? Take a look at Build 1.7.1 Rolling Update: Then at Hotfix Build 1.7.1.1 Rolling Update: Still think it's an easy thing to implement? Edit: Quoted MrLiNk as well
  7. hulkingunicorn

    Staff: Need clarification on ban-able offenses

    I'm out of beans for the day, but know that you saved me the time I would have otherwise used to call him out on using that thread as an example here.
  8. DayZ is a mod of a game not designed for this. The game cannot prevent you from logging out and your character is automatically removed from the server once you do. It is possible to work around this by creating a unit with the players equipment/appearance if he disconnects "without permission", but Rocket experienced duplication issues when he last tried it. There's also the issue of how to handle things when people lose connection or their clients crashes. Better then, to prevent them from rejoining server A after they've flanked you on server B, right? Straw man argument. The central database can handle this. If you're talking about players who try to change to a daytime server being penalized, they won't be with the "A-B-A Server flanking prevention" method mentioned a few posts ago.
  9. From reading his OP of that topic, I'd say it's more to make base defences not being pointless than stopping flanking on other servers (forcing people to spawn outside the perimeter of the base), as the infrastructure described doesn't lend itself to impromtu usage in the forest skirmish described in this thread. Rocket has at least attempted a limited disconnect timer in the past, but removed it due to item duplication issues.
  10. First off, I'll state that I'm not impressed with you bumping in general, especially not two hours after creating the topic. When it comes to your actual suggestions, I think they're a bit too wide. You want to prevent/punish players for doing points one to four, yet your suggestions would impact everyone. Game crashes while looting a store? Your character is stuck there for five minutes regardless or not of whether you were in actual danger at the time. Disconnecting to avoid death I'd rather have a "danger timer/state", started by: Firing a weapon (including throwing flares/cans) Being fired upon (nearby impacts should count) Being near a moving vehicle you're not inside of Being chased/discovered by zombies If you close the game or disconnect while the timer isn't running, then nothing happens (like today). However, if the game thinks you're in danger when your game crashes or you try to cheat death, you'll be punished. On another note, I think your section B isn't fleshed out enough. For example, how should the login delay work? Should your player be vulnerable while it's ticking (this sounds unreasonable to me) or would it simply take more time to login? If the danger state takes care of people disconnecting during combat, the remaining issues are the ones who decide to server flank without triggering the state and those who server jump for loot. Server flanking without triggering danger state If someone disconnects from server A and connects to server B (and spawns/moves ingame there), trying to play on server A within thirty minutes of the initial disconnect will show you a message telling you the amount of time before you are allowed to rejoin the server. At that point, rejoining server B (or connecting to another server) will not cause any repercussions. Server jumping for loot The system is triggered when you connect to the third server within thirty minutes. Effect: Remove loot client side within 2 km and prevent loot spawn within this area for the specified player for the next twenty minutes. Each subsequent server change will double the range and duration. This way, we're allowed some leeway in switching servers if there are horrible lag issues etc, and even if you suffer from it you can travel into a loot area (unless you switch often enough to cover the entire province). Instead of placing a zombie, place a unit with ai disabled and make it drop the loot stored in the database for the disconnected player (if it's killed within a reasonable time frame). We'd need to make sure he can't reconnect anywhere before the dumb unit is killed or the anti-disconnect expires. Rocket did have some issues with duplication when he tried a similar thing though. There will always be a way to quickly terminate the game, so it makes more sense to find a way to deter people from doing so instead of plugging every possible way to do it. In the end, someone can always pull out the plug of his computer, unless you have a sealed, DayZ certified box running on nuclear power.
  11. Removing your permanent character removes a staple of this mod. What if the server you're plaing on doesn't update? What if it suffers extended downtime? What if it's full? These are just a few of the issues you might suddenly start facing. Restricting logins are within the scope of DayZ as a mod. There's no way to discern if a player intentionally disconnects or not; the game could crash or he could suffer a power outage. I'd rather see it that disconnecting from one server, connecting to another and then reconnecting to previous server within a time limit should be enforced, while allowing you to reconnect to recover from a game crash etc. Then you could pile on additional restrictions, such as killing you outright if you disconnect shortly after firing a shot or someone else shoots at you/near you (while rather harsh, it's unlikely the game will crash just then, and the victor can keep the spoils).
  12. hulkingunicorn

    Dumbest thing ever..

    If you have two grenades and throw one, you have to switch weapon again if you don't want to throw the last one. It might be a good idea to practice using grenades a bit in the editor/armory.
  13. hulkingunicorn

    Fix Battle Eye !!! @#$%

    Are you running ArmA 2 or your launcher program of choice as an Administrator (only applies if you have Windows Vista/7)? Have you allowed BE traffic in the firewall/router? Try manually going to the battleye site and installing an updated version manually (delete old .dll files first). Edit: Topic regarding the new beta patch and battleye.
  14. hulkingunicorn

    Move crossbow to launcher slot

    Are you talking about the weapon or the ammo? Are you talking about the anti tank/rucksack slot or the sidearm/pistol slot? The weapon itself is a bit large to suit the role of a sidearm, but I wouldn't mind being able to store bolts in the sidearm slots. That said, it would be nice to have something like the "Weapon on back" feature from ACE (Advanced Combat Warfare (mod)), where you could sling any weapon on your back in addition to a rucksack (the weapon model was not shown though). The crossbow is my weapon of choice until I can get better silenced weapons. It's not the easiest to aim with given the lack of a proper sight, but it's silenced and you can reuse the ammo as well.
  15. Considering we're talking about team rocket here, and not battleye, I'd ask you to go check his interviews/posts. Yes, he's employed by BIS, but making DayZ is done in his spare time and of his own volition.
  16. It's usually done in the BIOS, but I wouldn't recommend disabling it. You can test and see, however.
  17. Changing this would require a mod, which signature would need to be allowed by the servers. Considering how much Rocket likes how personal knowlegde gives you an edge in games, I don't think this is likely.
  18. hulkingunicorn

    Please explain the chat channels, i cant say friendly

    Strictly speaking, you can use text chat in vehicles and within 40 meters of another player (direct channel). Those channels also work for voice.
  19. hulkingunicorn

    frag vs tent?

    Sounds like it's bounced off it (there's crazy bounce on grenades/smoke grenades in ArmA).
  20. hulkingunicorn

    Hotfix Build 1.7.2.3 Rolling Update

    This is an ArmA 2 issue, the current rucksack system is from that. How about being helpful and saying what kinds of issues you're experiencing (and reporting on the bugtracker)? Did you help them test 1.7.2.1 when they ran the testservers?
  21. hulkingunicorn

    Did they fix server hoping ????

    Server hopping: Not taken care of yet, focus of 1.7.2.3 was to fix the worst bugs so people can connect and keep their gear. Disappearing gear/characters: There was an announcement saying more than 40 000 characters were moved to a new id. If you got a new character because of this, you will get your old one back once your replacement character dies. There was however a problem (hopefully fixed in 1.7.3) that caused servers to not send data to the master server, so that progress was lost if the server crashed.
  22. hulkingunicorn

    Surely underground structures are a mistake.

    Perhaps the mod is outgrowing being a mod for ArmA 2, but it's hardly outgrown the engine.
  23. hulkingunicorn

    Experimental 1.7.2.1 test patch

    It was stated in the OP and in several posts of the first few pages that the zombies were intentionally broken to test.
  24. hulkingunicorn

    Experimental 1.7.2.1 test patch

    This is probably because you have an onboard graphics chip and the increased cpu strain from zombies and items not despawning is too much for it.
  25. You can simply delete the beta folder and install the beta patch you want to.
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