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mbainrot

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About mbainrot

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  1. mbainrot

    Vaulting and Climbing aspects

    I partually agree with DayZoey re: bunnies, its bad enough everyone hops around in battlefield 3 like a bunch of kangaroos on cocktail of steriods and crystal meth. But it would be mitigated by proper hit hull calculation that wouldn't crap itself when bunnies be hoppin. edit: and stamina I agree with DayZoey re: glitchers, enough care has to be done to prevent this. I like the idea of a running vault (in the game you can already vault, albeit a bit shitly) to clear small obstructions such as fences, etc and being able to take a risk and try and clear a gap between two ledges.
  2. I have to admit I really like the way they sway and stumble around, those animations are a lot more aesthetically pleasing :) I guess the main issue with slowing down the zeds is it has to be balanced, if you slow them down, then obviously the guns have to be A LOT less effective, so instead of your handful of bullets making mr zombie into a leaky piece of meat, it now takes the combined fire from 5 people, each discharging 200 rounds each to alpha one zombie :) How it is is fine in relation to zombie speed. What would be nice is the ability to lay obstructions that slow the zombies down (e.g. barricaded doors, put down entrenchments in strongholds that create bottlenecks and chokepoints. Now of course you would then see people camping by setting up zombie magnet camps and luring hordes of zeds into their destruction, etc but this could be adverted by giving structures "strength" and "durability" (durability which iirc is being implemented in the game). A concrete k-rail is easily capable of slowing down ONE zombie. But what about 10 zombies? in the crush a few at the front die and their bodies act as a ramp making it easier for the zeds at the rear to come charging over with little impedance. This could even be for when your being chased (e.g. how the protagonist runs down a corridor and knocks over some shit to slow his/her pursuers)
  3. Ladies and Gentlemen, Boys and Girls... here we go another round of mbainrot's mental diarrhea :P It is more than likely has already been suggested (maybe rocket should setup a JIRA like system (not necessarily JIRA) so these ideas can be tracked and merged more easily, maybe with helpers building search information to make it easier and more effective to search for existing suggestions) Basically your backpacks, pockets, necklanlard space, snatchstraps, etc (for all intensive purposes I will call 'em cargo holds because the mechanics behind them are the same with cargo holds just on a smaller scale) 's capacity are determined by both the volume and mass of an item. What would happen is when you load up your backpack is you get an indication of fuzzy weight (light as paper, "fairly light", little heavy, a bit heavy, fairly heavy, very heavy, ****ing heavy) of your packs weight.. if you make it too heavy then one of a few things (or several of a few things) happen. You injure yourself (hurt your back, bust a knee, etc) You can't get up (because the bag is too heavy) You randomly fall over or is more susceptible to falling over due to the weight Higher risk of random fracture (from falling, etc) Lower fall thresholds when falling from a height (because the weight puts more stress on your body when you hit the ground) The ass of the bag tears out because the stitching couldn't support the weight The bag suffers more wear and tear Your movement is slowed and you tire more easily You get thirstier more easily, you get hungry more often (because its hard work hauling that heavy ****ing backpack you know) When you run with a load in your back you are at risk of injury if the pack is not able to be properly secured (waist strap) People have a harder time dragging your unconscious muppet body around because you have half of cherno in your bag (could be a good or a bad thing, depending on the situation) Its harder to swim and you drown if you carry to much and end up in the drink and not ditch your pack. I am sure many people who have studied at any institution in which different classes happen everyday and have not opted to use a locker know what I mean :) Another extension of this and it will be interesting if the lets fly helicopters engine already does this... if you have too much weight in your vehicle (too many greedy barsteds hauling backbreaking loads) it adversely affects the performance of the vehicle (any where from making it harder to fly/drive to causing the vehicle to be unable to move (take off for a heli/plane, move for land based vehicles, capsize/sink boats) Now of course this is all good and proper for me to dribble my grand designs for this game, Obviously given the highload of the developers its prob a low priority which is fair enough. Once the stand alone game comes out I hope that a publically documented mod wiki is available to enable code monkeys like me to be able to sink their teeth in and provide patches to the developers to enable a more streamlined development workflow.
  4. mbainrot

    Clips, Magazines, CLIPAZINES

    Heh even if this one is a duplicate (and not the otherway around (time paradox)) I love the idea :D You could tell a real cool operator by the way they reload their mags in the middle of a gun fight (or their poor organisation skills) In all honesity the ammo slots should be derrived by the volume of the magazines, coupled with the total weight of the backpack
  5. I like this idea, but you have to hope that it is fairly secure as someone with a bot would have a 100% hit rate. Mashing a single key is a bad idea, someone with a programmable mouse (like the G700) could program a macro or bind it to a joystick with a turbo mode thus removing any chance of another player beating them. In order for a single key to work it would have to be rate and timing, with a penalty for getting the timing wrong to deter turbo mashing uber spam. None the less I really like this idea :) could even have it so you can get into a struggle with a zombie in which case its a fight to the death.
  6. ^---- emergency operators tend not to instruct people over the phone on how to do both as often it results in poor compression timings Of course we wouldn't want the success rate to be 100% :) more like 5-15% otherwise it kinda defeats the point of permanently dying. ^--- you would hope people would be smart enough to patch up the wounds enough to reduce the bleeding but it could be a twist :) If you don't patch someone up before attempting to revive they just piss more blood everywhere. edit: and as i said the idea was a case of mental diarrhea :P
  7. Bit of random reading has sprung up an idea for stand alone (maybe even mod?) dayz Allow people to be revived (albeit with a realistic revival rate) using CPR and EAR (Expired Air Resuscitation aka Mouth to Mouth). You could even be more painful by requiring the person administering first aid to have to check vitals (breathing? circulation?) before commencing resuscitation and requiring the player to get the correct rate of compressions, breaths with correct ratio of course all while leaving the player effectively vulnerable to zombie attack. Maybe even have very rare AED drops :) of course in keeping with realism they have their appropriate uses (e.g. won't fix a flatline, etc) edit: Oooh oooh forgot one more thing :) you gotta get the compressions in the right place :) This one prob will end up in the shit ideas bucket but meh.
  8. +1 for Pwnoz0r, thou looking into Bliss **High five** for organizing some co-ordination, was kinda wondering how you would react to the private hives and embrasesing it is the best news anyone could've wished for :) thank you
  9. mbainrot

    [DayZMod] Do you have an API?

    Coolies :) Thats understandable seeing the game is in alpha and there would be a lot of tinkering going on to make it as fast and as fun as possible. +Agree with scope limited :) we don't want bandits knowing what we have in our backpacks without having to kill us first to find out API = application programming interface, think of it like a plug to a socket. A socket is like an API in that it allows an external entity ala the plug, to get stuff from the system that the socket is apart (e.g. your standard power outlet in your house is like an api in that it permits the easy interfacing to the electrical wiring of your house to power your appliances :) ) Dataset = Dataset is combination of data linked together with other related data (e.g. having one spreadsheet with first, last names, email and username and another spreadsheet with first and last name (which would allow linking to the first sheet) and say postal address) It can be just one spreadsheet (aka table) or multiple tables. Web platform = website or http based method. APIs can be others (for example the master server query protocol used by ArmA II is GameSpy v3 and it's a UDP based protocol, some games use http, others use tcp, etc) For example an api web platform would be you hit xyz page on a website with/without parameters and it spews out data :) "Changing in the background" refers to work in the backend environment (aka the "hive" or master server), this game like many games is based on whats known as a client server architecture. What this means is in order for the client to work as intended it has to talk to the server and if the server fails the client stops working properly (in the case of ArmA 2 you have single player and armory but they are not as fun as DayZ). Data caching basically means that the data is pulled from xyz server once, and then when you access it again, (depending on the mechanism) if the data hasn't expired you will be accessing the cached version. Your web browser will prob do some caching to speed up page load times etc. Okies, basically the idea of an API is to allow software developers like me and many others to plug in and to create more richer data (depending on what is available of course). For example in EVE online I wrote a basic script that measured traffic through the solar systems and allowed us to determine how busy places were. Additionally (another EVE example) things like EVEMon and EVEHQ allow people to monitor their training queue and insure their queue never ran out. I guess the main reason a lot people want an API is that it will allow us to do things like showing our friends what we got in our packs (if available), seeing visually on the map the level of activity over cherno (region) (heat maps of like most zombies killed, most people killed by people, people killed by zombies. I have to admit that most heatmaps would be biased towards cherno and electro but none the less it would be interesting) Hopefully that is some help and I haven't confused you or patronized you (which is not my intention if I have)
  10. mbainrot

    [DayZMod] Do you have an API?

    Easiest way to maintain environment security and central database performance is to do data pushes to a mirror server/cloud host. (begin ramble) E.g. public do not connect to the main db, the main db has a cronjob (if linux) or scheduled task (windows) that runs every hour. When it runs it pushes a dump of the data (excl: xxx inventories (players, tents, vehicles, etc)) to a cloud host or beefy load balanced web cluster (to handle the load of potentially half a million people * 32 (lots of fat to allow for some people doing uncached, dynamic signatures on busy forums, posting popular threads)). The format of the data could be csv, xml, etc to allow for off server processing (thus reducing the load on the server as most load a game stats server would see would be database transactional load caused by queries) I know this is a hell of an ask (and I am expecting to be shot down, flame grilled to death and put on a kabab by the community) is it at all possible for the community to be provided with the database schema (e.g. structure) and example data (or real data with the squishy bits removed) with the purpose of encouraging someone to develop a dump script (obviously as plain text or as a binary with source code for all binary elements for obvious reasons...) thus lightening the load on the devs/encouraging community participation? (/end ramble) My question is kinda vague as I don't know how it all is stored (al be it flat file (plausible), sqlite, mysql/mssql (most likely), oracle (plausible but unlikely), some unknown propriety format, etc)
  11. mbainrot

    Pending Update: Build 1.7.2

    Look forward to it too :) will be interesting. Hopefully we see https://dev-heaven.net/issues/35206 in 1.7.2.1
  12. mbainrot

    MMO styled servers

    I don't really like the idea, not how the game is structured at the moment. Main issues I see is that it means servers would have to be permanently setup. if the server you reside on is decommissioned what happens? or if the network hosts network goes down? You can't just hop to another server. Also the design would mean that dayzmod would have to run their own servers. In the typical business model of starting small and growing up big, it would mean that one region (Rocket's regional area or one of low enough ping) would have all the servers and then slowly propagate out to areas as the org grows. I reckon maybe a server change timer would be a better solution to the first 2 problems. To fix admins abusing power... add a forum or a ticket system to report their hosts. Have a 3 strike system to boot. 3 strikes and server is black listed. Let alone the fact that the public listing would hurt the networks who allow abusive admins to abuse their powers. Friends can get together by use of steam, vent, teamspeak, etc. Another idea for that one would be to have an in game friend system or maybe integrate with forums etc? It would be easier for people to stay together... but not by choice. I don't really think it would work for this game, and I think one of the core ideas of the game is that you can change servers to be with friends on another server, you can move your group to a safer server if someone decides to rape spawners or camp the daylights out of a area you want to go to but don't have the fire power to breach. Thats just my two cents :)
  13. mbainrot

    Start with one food and one drink.

    As I suggested in my post we need at least an empty canteen (and ability to drink from water bodies) so that you can at least survive inland. Its understandable that food would make you frag bait to people who are lazy. If someone is gonna kill you for shits and giggles... they're gonna kill you whether you got a rocket launcher and an AK47 with unlimited ammo or not. In my situation if I had to evac due to zombie apocalypse - Pain killers * - My camelpac/2x 2L bottles of water * - Some food * - A camping knife (one with 50/50 serated and flat blade) * - 50-100ft of paracord - Batteries - Dymo LED Flashlight * - Garmin GPS receiver - Mobile phone * == essential items that cannot be done without
  14. mbainrot

    A 'scent'/smell mechanic. (with update foresight)

    I like the concept, seeing the zombies are meant to have an enhanced sense of smell. possibly tie it to the wind direction as well (gotta be up wind of the zombies, etc) I agree with gman too, the addition of smell is just another thing I have to worry about (coming from the point of view of someone like me who is quite new to the game and who had a hard enough time telling blood from water on the hud)
  15. I like this idea a lot, would make things very interesting and would be pretty fun. Not sure about the mayday call, might make it too easy for everyone in the map to start zeroing in on a specific location causing an all out blood bath. But the random helo that comes from no where then subsequently crashes would be awesome.
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