eero.afheurlin@iki.fi
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Everything posted by eero.afheurlin@iki.fi
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To fix server hopping, or not to fix server hopping.
eero.afheurlin@iki.fi replied to lherron's topic in DayZ Mod General Discussion
I was thinking about this same issue, and in addition to the suggestion of the original poster would add a delay to disconnections so that people cannot escape a hairy situation just by hitting alt-f4. Basically: when you disconnect your character will stay in the game for X seconds, if you have taken damage recently X could be higher, ditto for shots fired/damage dealt. I admit I'm thinking of this mostly as a way to prevent cowardly bandits from disconnecting to save their sorry asses when they realize that they bit more than they could swallow (so DC would only make them sitting ducks for the retribution heading their way: only way to survive would be to fight the encounter to the bitter end [or run away properly, not teleporting to alternative dimension]). edit: I also have no respect for "survivors" that DC to try to cheat death. Get to a safe location first, disconnect after. So please tell me in what cases this would unfairly inconvinience honourable survivors ? As for the original posters radius-idea, it could be marked with an icon that you're now inside a no-spawn zone and disconnecting will mean (in addition to being sitting duck for X seconds) that your next spawn will be in a rather random location, that way there is no need to keep checking external maps for whether it's "safe" to DC or not. -
Remove Death by bleeding
eero.afheurlin@iki.fi replied to woofed's topic in DayZ Mod General Discussion
The bugs will eventually be fixed, it's alpha so they just need to be reported and then avoided if possible. However bleeding to death is integral part of the experience, happened to me twice or so, a bit annoying to go down like that after just having managed to scavenge some equipment I must admit, but every death is a learning experience... My last death: I had already used my only bandage and was lurking around Rog, suddenly a Z I hadn't noticed surprises me, I drop it with a revolver but now I'm bleeding, I bleat for help but there's no-one around, so vision all blurry and knowing I will die here alone I walk inside and notice a group of Z in the big building, I unload my revolver but there's still one left and merciful death takes me. -
It's Impossible to See at Night! - Other threads will be locked/deleted!
eero.afheurlin@iki.fi replied to daish's topic in DayZ Mod General Discussion
"Realistically render nighttime environments" ? I was planning on staying out of these "discussions" but really, spend some time in the countryside in the night. even when it's winter (summer in Finland is silly bright since the sun barely goes below horizon even in the south and above the arctic circle it doesn't go down at all...) and there's no snow coverage yet (which again reflects a ton of moonlight) it's still easy to see where you're going and moving people can be seen 20m away easily. Someone walking on a grass (or other low vegetation) field is really easy to see for 100-150m distance they do not have woods or other dark and irrelugar background behind them from where you're looking, if they silhuet against the sky then they're even easier to see If there's heavy cloud cover then there's less moonlight, though near cities (if they still have lights, I have kept my distance from cherno etc) the city lights also add a lot on ambient light. So the current night system is IMO broken too, I did play some night missions in ArmA2 "proper" a longish while back and I think I recall it being pretty good then on the default brightness/gamma settings. The problem here I guess is that if we want proper "realistic" night on normal gamma settings then increasing gamma (and to some extend brightness) will allow players to see much better and only way around it is to lock the gamma/brightness adjustments (making just about everything that is slightly dark 100% black, killing all of the dynamic range the you see for real when walking in nighttime, is not the "realistic" way to go about it) So for realistic nights: 1. bring back the dynamic range (DR) 2. adjust the HDR lightning system so to emulate the way you eyes adjust to darkness, so if you use a flashlight or fire you weapon (muzzle flash...) you lose a lot of the DR (going back towards the "blind at night") and then gradually restore DR again (it's actually pretty quick to restore). Flares even though they're red (which as a color doesn't hurt you night-vision as much) are so bright that crossing your vision directly with a flare -> large loss of DR, as for chemlights I don't think I have used blue ones for real so can't say about that. Anyway I'm fairly sure Rocket knows all this already (AFAIUnderstand he's been in the military too [Finland has compulsory service for all adult males, so yes: been there, done that...]), just trying to educate those that think the current system is "realistic" somehow... Now, it might be that Rocket want to keep it this way for other reasons, but realism isn't one of them. -
Need Medical Assistance? We can help.
eero.afheurlin@iki.fi replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
edit: I have been saved. somethingbumble gave me a transfusion and even some extra supplies, many thanks to him. I'll be sure to repay the favor should I come across someone in need and still have the neccessary stuff to help.