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‮spacecaps

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Everything posted by ‮spacecaps

  1. ‮spacecaps

    Memory hacking in Standalone

    As I said previously, antihack quality (and VAC is really a joke) doesn't have anything to do with it, having a dedicated anti-hacking team does. I don't know how well the communication between VAC and game devs organized, to be honest. Steam is not going to make anything harder. But yes, serverside is great, at least it means no teleporting, godmode (most likely) and spawning shit. I hope they also fixed duping as well. Actually there are hackers in WoW/Diablo, but Blizzard are also relatively effective in eliminating them. See my long reply above, I was referring specificially to Blizzard. Basically, they have lots of money and lots of people working on it. Also, their game mechanics are much more robust, and architecture is much more server-side than DayZ will ever be. Some non-top F2P devs (for example Hi-Rez) also seem to have a solid understanding of the problem, so it can be done when you have everything in place.
  2. ‮spacecaps

    Memory hacking in Standalone

    Indeed the entry barrier will probably be a bit higher (especially with the different architecture), but there still will be traditional ESP and aimbots, and ESP is quite destructive to DayZ mechanics. 3rd person will be also heavily abused, on servers with forced 1st person mode. Guessing from information released by DayZ SA team so far, they seem to follow a pretty standard way. The rest will depend on the game's popularity and their ability to scale the anti-hacking measures.
  3. ‮spacecaps

    Memory hacking in Standalone

    Sure they do, especially after all this. But it's not enough, because if it's popular among 14-year olds, there will be hacks, public and paid. The situation is pretty much the same as with malware. If you're not Blizzard with their massive anti-hack and legal departments (and, more important, the vision), you can't do much against hackers. Even if you'll sacrifice the experience to illusion of safety by introducing some techniques of last resort (server-side occlusion, honeypots etc), this won't help if you don't have some of your people searching and blocking existing hacks 24/7. Hackers are a moving target, having a very advanced but slowly updated anticheat system is not enough. Anti-hack department is what really matters in keeping the public and paid hacks away, but it needs a constant money flow to be a thing. Private hacks (as in written by RE expert for himself only) can't be caught on a regular basis, but they don't make numbers and can even mostly be ignored. You can shift the responsibility to administrators shoulders, but it will just increase the paranoia and number of false positives, degrading the experience. Human factor is a bitch. tl;dr: You have to have dev-hosted servers, a steady income, a vision, a sane toolchain, and an anti-hack lab to combat hackers effectively, and they most likely have none of that. VAC isn't a solution by itself, it can't detect shit. Paywall isn't a solution either, as we all can see right now (people just buy new keys). We can expect first proof-of-concept hacks to be written within days after the release, or even before it (in closed beta), and paid hacks to appear within a couple weeks.
  4. ‮spacecaps

    So what are your plans for Standalone

    Play until everyone and their dog will be playing with hacks (i.e. a couple weeks), then move on
  5. ‮spacecaps

    Parachute stuck in tree

    Lol, even tanks can do that! ...Unreal engine
  6. ‮spacecaps

    Suddenly DOG! and then WTF

    Hackers probably (I'm assuming that you were playing at official servers with no dogs). One was disguised as a dog, second one was sniping. Oh ARMA, there's no way you can see this in another game.
  7. ‮spacecaps

    Hide my in-game ping

    the point was that OP's client and server are on the same machine.
  8. ‮spacecaps

    Hide my in-game ping

    Regarding technical side, I'm afraid there's no simple way to do that. If you're into networking, network latency can be easily simulated with a software router installed on the virtual machine (VirtualBox, VMware Player etc). Any routing distro with advanced QoS capabilities will do, for example pfSense, ZeroShell, Vyatta, or many others. Also, VMware Workstation can directly simulate the latency and packet loss on any virtual network interface. Perhaps doing it in Windows without VM would be easier, but I'm not familiar with Windows networking capabilities and I don't know if Windows or RRAS or any external tools can introduce some latency for you. (and maybe having the latency on a loopback interface is not a great idea at all).
  9. Well if you really want the realism, there are different blood types, and you can't really fix your buddy's gunshot wound with just a blood transfusion in a field, and, and, and... Stop talking the realism crap, it's endless, you have to stop at some point. And also pointless, unless you want to make a ER sim instead of hardcore survival game. But making the blood transfer 1:1 does seem like the possible solution, yes. I don't see anything wrong with that, at least.
  10. Just make blood transfusion to actually transfer some amount of blood from one player to another with 1:1 ratio. Introducing high failure rate will just make teams bring more blood packs with them, nothing will change really. Cooldown is a nice idea, but it seems quite far-fetched. It's not an MMORPG anyway.
  11. ‮spacecaps

    Say no to discrimination

    Care to back that up? All I see is opinionated bullshit with no proof.
  12. You are a joke. This guy is flying Mi-8 to carry lots of troops (and in no way it's a casual DayZ derpiness with no responsibility for anything, this mission is almost like a real warfare with all the detail), making recon and deceptive maneuvers with false landing, then gracefully landing it with autorotation when taken down (and scrambling the comms afterwards so enemy can't capture transmissions). All this while under fire, almost in a forest with zero visibility sometimes, synchronized with a second chopper and the troops, and in first person view. That's how you fly a real chopper. Well maybe not exactly, because it's much more complicated than in the game. And this is a pretty average mission by milsim standards. Stop whining and learn to play.
  13. ‮spacecaps

    You're favorate weapon in DayZ?

    I like machine guns for the same exact reason. TRA-TA-TA-TA-TA and they run away like crazy, even if you're just killing zombies around them for fun.
  14. ‮spacecaps

    You're favorate weapon in DayZ?

    Actually it still is. You can play with 1.60 and with beta on top on it, and SMLE will do the pre-nerf damage.
  15. ‮spacecaps

    Can't find myself on the map

    Damn... How did we come down to this?!
  16. ‮spacecaps

    DayZ: Namalsk

    Well I was thinking the same at first, but actually it went surprisingly well. I've seen/heard a railgun only twice despite playing a lot on Namalsk previously. And there were lots of AS50s/M107s, because they are so much easier to find or farm. It seems that most duping methods are blocked now.
  17. ‮spacecaps

    DayZ: Namalsk

    I think you're missing it as well. Seriously, it's meant for fun.
  18. Hardcore milsim community doesn't think it's a feature, and they know what they're doing, trust me. You should watch of . These particular videos are in Russian, but I guess it's not hard to understand that it has much more depth than your usual Battlefield or ARMA/DayZ PvP (it's simulated warfare with a different mission every time, about 70x70 people and is highly organized).My point is that ARMA is a set of DIY parts with a pretty shitty game on top of them shipped by default, and DayZ is no exception because it's based on vanilla ARMA. Milsim community modded the hell out of it already, they've created the game that is much more deep and detailed. It's a pity that we don't have such people here in DayZ community, probably because DayZ itself is based on novelty, and attracts people mostly for a couple weeks. Sadly, what once was the ultimately brutal and atmospheric survival game with permadeath, now has become a silly multiplayer GTA clone for the most part. And no, I don't think that more choices are always good by default. Sometimes you have to enforce a feature.
  19. Duh, of course not. I was just throwing random insults at some random guy who doesn't share my opinion. Aren't forums entirely for this? In all seriousness, I answered the wrong post, I didn't mean to insult motion sick people. But really, it's like if someone would demand to cease production of sugar because it's bad for people with diabetes, or make Quake look like chess just because people with motion sickness can't play it. Sugar is sugar, Quake is a fast-paced shooter, they both are bad for disabled people by definition. You can tweak some colors to make things more contrast for colorblind people, but breaking the game with cheat-like mechanics is just too much. This game is not for everyone by its nature, deal with it. There are plenty of other carefully designed games. Let us have some fun in our way. And yes, vision is what really matters, we are just milling the wind there, you're absolutely right.
  20. Who the fuck cares about casual majority in a hardcore survival game? You all are the reason why we can't have nice things.
  21. ‮spacecaps

    DayZ: Namalsk

    For me, they seem to fit DayZ perfectly fine. The more diverse environmental hazards we have, the better. I'd say Fallout-style random encounters (with some WTF flavor) would be great to have also. Rocket doesn't want this though, DayZ legend is quite solid when it comes to realism. (but I don't see anything wrong with random encounters, because it's a gameplay feature and has nothing to do with legend)
  22. ‮spacecaps

    DayZ: Namalsk

    They can disrupt any sane activity on a server already. At least they will do this with style.
  23. Just in case somebody can't: antenna top disappears at approx. 300-400m away, at highest quality settings and with typical DayZ fog distance. That's enough to be able to see it with your sight unzoomed, if you will pay more attention to the sky instead of more practical things, but when you are zoomed it in, the top's invisible. Taking into account that every single other place is being raided on a regular basis, it's actually a decent place to hide a heli, and not exactly popular among large caliber guys (not popular at all, actually). The only problem is that you have to enter it as quickly as possible after logging in. We've learned this trick from somebody else, and much to our surprise it worked. If you want to hide something, leave it in the plain sight. Also, you can hide a Ural and a large camp underwater: but that's a whole different story :)
  24. We actually kept our heli at the top of the antenna several months ago. The point is that you'll never see it from the distance, and nobody ever turns their eyes to the top when standing under the antenna. It's the last place to search for heli. We did it for a month, and somebody tried to shoot it just once during this time.
  25. ‮spacecaps

    DayZ: Namalsk

    Yep, exactly, and this is quite sad (for me, at least). I just hope there will be no options for the lazy in DayZ SA.
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