spacecaps
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3) Each new version of certain public hack goes undetected for weeks, sometimes months. 4) A certain BE dev lacks vision and motivation to innovate, and prefers to shut his eyes to the problem instead of appropriately scaling the efforts. Hate? Please. People are making private hacks for money. Quite a lot of money, in some cases. It's just business. Or are you talking about those retarded script kiddies? They'll whine no matter what. Yeah, "you hack, your point must be invalid". Great way to ignore the problem. Kaspersky-style.
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v175 beta: meat issues [solved] [old]
spacecaps replied to Dayzo's topic in DayZ Mod General Discussion
Actually it's not that bad, there are mods that remove the horrible blur while still keeping nice things enabled. They aren't compatible with DayZ though. (sadface) -
I don't know if there's a reliable way to do that, but in some countries (notably Russia/exUSSR) most people will buy retail keys from 3rd parties and not directly in Steam store, because of stupid pricing policies. Also, there will be quite a lot of key/account stealers, so this can hit legit people as well.
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Namalsk: Why do folks like it?
spacecaps replied to Imafighter's topic in DayZ Mod General Discussion
Its discovery is a temperature system and food scarcity. You need to keep your hands steady, you have to pay for visiting high-reward places, and it introduces the whole new gameplay element. I mean, technically it's possible to get sick in Chernarus, but in reality it doesn't play any significant role there. Unfortunately, military bases and mountains in general aren't critical in Namalsk, because you can find a weapon literally everywhere (but still, they offer a high reward). Theoretically, the temperature system could be used for keeping deathmatch levels at minimum and concentrating on survival, but Namalsk is too small for that. Also, most, if not all, Namalsk servers seem to run in easy mode - nameplates, daylight only, starting weapons, tons of vehicles and all that. This is what I just don't understand. Scattering critical locations away from each other (for example, matches and antibiotics can be obtained in different parts of the map) also looks like a nice feature, because it stimulates traveling. Again, the map is just too small for that, and there are too many bottlenecks. You can easily snipe at the dam without worrying about temperature or anything other. Somehow that doesn't prevent some people escaping from an AS50 hit unharmed with Alt-F4 -_- (seriously, I've hit the guy with .50 once, I saw the blood myself, he DCed instantly, and I've got no murder. Truly an amazing reaction time) -
Nope, it looks much more like Moldova, or maybe Crimea. According to legend, Chernarus is a post-Soviet country, hence Russian names (some of them sound Slavic enough, but not Russian and not Czech though).
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Yes, that was exactly the point I was making before, but it doesn't make basic layer of protection unnecessary. Having only the mechanism and resources for targeting mass-distributed hacks but no basic protection at the start is a bit extreme. You will need some sort of obfuscation anyway (removing the crosshair code or scrambling values being the example), because it's the most obvious attack vector and it can be slowed down a bit without triggering false positives.
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Dual wielding, smoke grenades, and flashbangs
spacecaps replied to whatsmynameagain's topic in DayZ Mod Suggestions
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Dual wielding, smoke grenades, and flashbangs
spacecaps replied to whatsmynameagain's topic in DayZ Mod Suggestions
It seems more appropriate for heavily stylized games, it's not possible in a game that intended to be immersive and authentic. Remember, we are talking about the game where you can find north with the stars. -
Technically they can, there's obfuscation for that. But it won't hold for long, and lots of stuff can't be obfuscated due to various reasons.
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They aren't (Panthera, Celle, Takistan, Taviana etc). DayZ is based on ARMA, and these maps are made for ARMA, not DayZ. Operation Flashpoint and ARMA traditionally take place in Eastern Europe, because devs are Czech. Good luck implementing NY in ARMA engine. It's a military simulator, it's optimized to deal with large terrains and occasional villages/towns, not with large cities and skyscrapers.
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OK, sure. If you say so. After quite a time of not playing DayZ, I've joined some random server today with 11 people online (including me). Within an hour, 8 players of 11 got kicked for "Game Hack #4". This is complete failure.
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There are a lot of topics like that. Two quick points: - Never use pre-made correction tables, always make one yourself. Zeroing of any gun in ARMA, DMR included, differs with your aspect ratio and FOV. Mine is 15 meters off for example, so my M24 is actually zeroed at 785 when I'm choosing 800, and DMR is zeroed at 385 when zoomed. And that's a huge difference when it comes to long range 1-hit kills. - Sniping in the editor is easy, you'd better show some real kills with a commentary, because quickly ranging the distant target with mildots in a real situation is a whole different story, and it takes much more skill than to actually hit it (in vanilla ARMA, of course). Keep in mind that it's not always possible to have a standing human (zed or survivor) in your sight to estimate the range, mildots tend to be inaccurate past 600-700m, and at thet range every 10m cost a lot of bullet drop. Ranging from bigger objects would be better probably, and it makes such table useless.
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Hackers.
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The engine doesn't like underground structures at all, everything that is under the ground is an ugly hack. Taviana is glitchy as hell because of that. Object A2 on Namalsk isn't ideal either, to say at least.
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Funny pistol fight with a suprise ending..
spacecaps replied to superftlol's topic in DayZ Mod Gallery
Makarov wars are always pathetic. (or glock, doesn't matter)