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Everything posted by Lady Kyrah
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Aren't tanks doing like... 1 mile per gallon or less? Thing is... tanks bring a solution to a problem that doesn't exist in the game...
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How could we deal with hackers?
Lady Kyrah replied to UltimateGentleman's topic in General Discussion
I don't think they care, if anything that's the kind of post they wear as a trophy. -
I've always been for small civilian helicopters, but nothing more, especially not with any guns or armor.
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Loot, Supplies - They're just too common.
Lady Kyrah replied to hannibaldaplaya's topic in General Discussion
I do see one issue tho, people are getting used to the current state of the game, and people today buy it expecting "this". -
How could we deal with hackers?
Lady Kyrah replied to UltimateGentleman's topic in General Discussion
You're watching too many movies. -
I'm sorry?
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Arma had farm animals and dogs before, so far i havent seen anyone whine when they get killed. And you can be as heyneous as you want against pixel characters, they dont exist.
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Would you want back the reloading sounds when connecting?
Lady Kyrah replied to GunnyITA's topic in Suggestions
Votes serve absolutely no purpose but why not. -
Would you want back the reloading sounds when connecting?
Lady Kyrah replied to GunnyITA's topic in Suggestions
I'm partial to the Exile one. -
Would you want back the reloading sounds when connecting?
Lady Kyrah replied to GunnyITA's topic in Suggestions
I want THIS SOUND to play every-time someone log in :) -
How could we deal with hackers?
Lady Kyrah replied to UltimateGentleman's topic in General Discussion
Who you where killed by doesn't consist of a hack prevention. Flagging players only encourage suspicion. Kicking is not allowed by server operators and i don't think this is going to change. Server operator are PLAYERS not admins, and that would imply that they have to be trusted, which we have seen with the mod, is a terrible idea. Hack prevention is done through code server side, not with "neighborhood watch". And it's not just about detecting hacks, it's also a question of hardening the server, i mean why is it even possible for a client to "create" a hacked magazine? Loot is created by the server, there is no point where it should even listen to the client for these things. The only thing i can point is "remains" of the way arma work. -
Ah hey i'm expecting those who will scream bloody murder against this :)
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Sorry to be blunt but... you CAN play a different game, a game doesn't have to be everything for everyone.
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You're overthinking a game that is mostly using "handouts" of arma games as it's base assets.
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It's not how it work really, the server doesnt just "follow" the client just takes preemptive actions which may be invalidated by the server. Your client does the jump, yes but the server has the last word, if the server deny the jump, your client will snap you back to the position you should be at as the jump effectively did not happen. It's rare that client and server disagree on that sort of things tho, unless you're cheating.
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Why the hell do you need to jump anyway, this isn't CounterStrike360bunnyhopnoscope.
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There is no timer, every-time you log out your character stay in the game for 30 seconds.
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Discussion on the "Hide body" option
Lady Kyrah replied to LortFengerN's topic in General Discussion
Bodies have an inventory, clothes, ,Bodies have a position, a rotation, a pose, collide with bullets and are interactive. In most engine that's considered an "active" object and DOES use a valid amount of CPU and bandwidth. Game engines do not consider every objects as unique little snow flakes, there is a tree of objects with more or less functionalities and bodies do not fit in the same category as trees or houses for obvious reasons. If i take the example of the torque engine, which is the one i'm familiar with familiar with: A player character would be: >SimObject (object is part of the simulation) >> NetObject (object is synchronised on the network) >>> SceneObject (object exist in the 3D world) >>>> GameBase (object can process ticks and has modifiable parameters) >>>>> ShapeBase (object has a visual, 3D shape) >>>>>> Player (object can be controlled by a client) A zombie would be: >SimObject (object is part of the simulation) >> NetObject (object is synchronised on the network) >>> SceneObject (object exist in the 3D world) >>>> GameBase (object can process ticks and has modifiable parameters) >>>>> ShapeBase (object has a visual, 3D shape) >>>>>> Player (object can be controlled by a client) >>>>>>> AIPlayer (object controlled by an AI engine) We can see here, that, in this example, a zombie is an object that is potentially as resource intensive as a player (it has all the features of a player and some more, i believe the RV engine use the same system) Now here is for example an item that you can pick up on the ground: >SimObject (object is part of the simulation) >> NetObject (object is synchronised on the network) >>> SceneObject (object exist in the 3D world) >>>> GameBase (object can process ticks and has modifiable parameters) >>>>> ShapeBase (object has a visual, 3D shape) >>>>>> Item (object can be interacted with by players, usually a pickup) We can see that while an item may not move at all, it still inherit many properties that are not entirely necessary because you do not build a unique class per object (which result in horrible snowflake code), so even if we don't strictly need it, an item can still process ticks (useful to make it decay) and could technically "move". What about things like trees and rocks and everything that represent our static world you ask? Torque (for example) has a special resource friendly class for this: >SimObject (object is part of the simulation) >> NetObject (object is synchronised on the network) >>> SceneObject (object exist in the 3D world) >>>> TSStatic (object has a shape and can be collided with) That is much shorter right? well here TSStatic is one of the most hated class on torque because of how messy it is (it has it's own code for a lot of things just so it wouldn't inherit of the features in GameBase/ShapeBase) The specificities of TSStatic is that it cannot move, it is barely networked (it's position is never updated on the clients, therefore it CANNOT move). While this is by far the most efficient object you can have in the game world it lacks many many features to be useable for anything but decoration. What does any of this has to do with DayZ? I don't know much about the RV engine, i'm sure that like torque it has it's shortcomings, no engine is perfect, but a lot of engines are very simmilar and have a lot of "look alike" features. THere are many ways to write an engine but only a few are reasonable and logical. In the case of torque, the most logical way of handling lootable dead bodies would be to detach the player from his body, effectively turning it into a "soul-less corpse" unable to do anything, and then set it in a death pose. It has the advantage that it's inventory will be intact and it's just a matter of letting looting players access it. The way DayZ bodies work is most likely very close to this. What's important here is that those objects are STILL player objects with all their attached features. So like zombies, they are a non trivial resource drain. -
Nice suggestions, now here are a few of mines to complete this and prevent it from being too much like a player mount feature: -Animals may be hurt and/or wounded the same way players can be, broken bones for instance. -You may use medical equipment designed for humans (drugs) but it may very well have adverse effects (i don't have the details but some drugs do NOT work on a horse for instance). -Animals come with random desirable and undesirable traits that determinate their obedience, agility/clumsyness, and so on. You may find yourself with a dog that may be very disobedient and cannot be commanded properly, yet will still perceive strangers and hostiles around you. Bottom, line, there has to be a chance that your new animal friend will NOT become what you want him to be.
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I like the idea that your guy might end up dozing off randomly if he is tired, like... some guy on sniper duty just nod off as his friends are looting the village nearby, and no one is with him to wake him up :p It could be an interesting system if when in a tired state, the danger is that your character might doze off during low intensity situations. But i cannot find a sleep mechanic that i feel is satisfying, even if logged off time counting as sleep seems more than fair to me. After all, this is not a subscription based game, devs have nothing to gain by encouraging you to play more. I used to play a game called "a tale in the desert" and you could select "offline actions". It allowed you to automatically collect common resources that are dull to harvest (grass, wood, sand) while being offline. It was less efficient than doing it by hand but it ment that if you needed a little bit of wood and where at the end of your session, you could get the wood auto collected when logged off (you DID need the right tools and right logoff location!)
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Discussion on the "Hide body" option
Lady Kyrah replied to LortFengerN's topic in General Discussion
dead bodies have to go regardless, do you prefer that the game spend processing time tracking live or dead players. Add to this the loot spawn mechanics, thats easily tens(hundreds?) of thousand objects that have to be tracked at some point. If anything, bodies should go by themselve in 5 minutes or less. Considering that the game spawn loot all the friggin time, that bodies disappear with all their gear is a good thing. Helps to keep the gear inflation under control. -
it also takes too little time to recover from anything, it makes status effects a mere inconvenience. To take example with cataclysm-dda (and many zombie survival stories relate this kind of things), a bad encounter with a zombie mob left my character near dead in an abandoned cabin for more than a week, surviving to it was a miracle and recovering from it took a while.
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Curious, tho they still understood the loss of energy was not instant. At the same time with the tools of the time it's pretty damn hard to accurately measure a projectile's curve. I suppose they assumed that at certain speeds it would overcome gravity fully before starting to drop. I don't know man, it's a reasonable conclusion to the fact that cannonballs are fired in a straight line but still end up dropping back on earth :) But by the time cannons where used by infantry this misunderstanding was solved. Come to think of i... did they even have parabolic equations at that time?
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Putting gravel in your backpack?
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I like that. What i don't like is how it's a choice. I think it should be randomly picked for you :) Why? Because then you have to adapt and deal with it, every new game would be a unique variation. Here is a list shamelessly stolen from cataclysm-dda: Animal Empathy "Peaceful animals will not run away from you, and even aggressive animals are less likely to attack. This only applies to natural animals such as woodland creatures." Cannibal "For your whole life you've been forbidden from indulging in your peculiar tastes. Now the world's ended, and you'll be damned if anyone is going to tell you you can't eat people." Deft "While you're not any better at melee combat, you are better at recovering from a miss, and will be able to attempt another strike faster." Disease Resistant "It's very unlikely that you will catch ambient diseases like a cold or the flu." Drunken Master "The ancient arts of drunken brawling come naturally to you! While under the influence of alcohol, your melee skill will rise considerably, especially unarmed combat." Fast Healer "You heal a little faster than most; sleeping will heal more lost HP." Fleet-Footed "You can run more quickly than most, resulting in a 15% speed bonus on sure footing." Gourmand "You eat faster, and can eat and drink more, than anyone else! You also enjoy food more; delicious food is better for your morale, and you don't mind some unsavory meals." High Adrenaline "If you are in a very dangerous situation, you may experience a temporary rush which increases your speed and strength significantly." Light Eater "Your metabolism is a little slower, and you require less food than most." Light Step "You make less noise while walking. You're also less likely to set off traps." Masochist "Although you still suffer the negative effects of pain, it also brings a unique pleasure to you." Night Vision "You possess natural night vision, and can see two squares instead of one in pitch blackness." Packmule "You can manage to find space for anything! You can carry 40% more volume." Pain Resistant "You have a high tolerance for pain." Parkour Expert "You're skilled at clearing obstacles; terrain like railings or counters are as easy for you to move on as solid ground." Poison Resistant "Your system is rather tolerant of poisons and toxins, and most will affect you less." Self-aware "You get to see your exact amount of HP remaining, instead of only having a vague idea of whether you're in good condition or not." Thick-Skinned "Your skin is tough. Cutting damage is slightly reduced for you. Slightly reduces wet penalties." Tough "It takes a lot to bring you down! You get a 20% bonus to all hit points." Venom Mob Protege "You are a pupil of the Venom Clan. You start with one of the five deadly venoms: Centipede, Viper, Scorpion, Lizard, or Toad." Negative Traits Addictive Personality "It's easier for you to become addicted to substances, and harder to rid yourself of these addictions." Asthmatic "You will occasionally need to use an inhaler, or else suffer severe physical limitations. However, you are guaranteed to start with an inhaler." Bad Back "You simply can not carry as much as people with a similar strength could. Your maximum weight carried is reduced by 35%." Chemical Imbalance "You suffer from a minor chemical imbalance, whether mental or physical. Minor changes to your internal chemistry will manifest themselves on occasion, such as hunger, sleepiness, narcotic effects, etc." Far-Sighted "Without reading glasses, you are unable to read anything, and take penalities on melee accuracy and electronics/tailoring crafting. However, you are guaranteed to start with a pair of reading glasses." Forgetful "You have a hard time remembering things. Your skills will erode slightly faster than usual." Flimsy "Your body can't take much abuse. Its maximum HP is 25% lower than usual and you heal slightly slower. Stacks with Glass Jaw." Frail "Your body breaks very easily. Its maximum HP is 50% lower than usual and you heal slower. Stacks with Glass Jaw." Fragile "Your body is extremely fragile. Its maximum HP is 75% lower than usual and you heal much slower. Stacks with Glass Jaw." Glass Jaw "Your head can't take much abuse. Its maximum HP is 15% lower than usual." Hates Fruit "You despise eating fruits. It's possible for you to eat them, but you will suffer morale penalties due to nausea." Hates Vegetables "You like many children hated eating your vegetables you also didn't outgrow it. It's possible for you to eat them, but you will suffer morale penalties due to nausea." Hoarder "You don't feel right unless you're carrying as much as you can. You suffer morale penalties for carrying less than maximum volume (weight is ignored)." Jittery "During moments of great stress or under the effects of stimulants, you may find your hands shaking uncontrollably, severely reducing your dexterity." Junkfood Intolerance "Something in those heavily processed foods doesn't agree with you. It's possible for you to eat them, but you will suffer morale penalties due to nausea." Lactose Intolerance "You like 75 percent of the world, cannot tolerate milk or milk based products. It's possible for you to eat them, but you will suffer morale penalties due to nausea." Lightweight "Alcohol and drugs go straight to your head. You suffer the negative effects of these for longer." Meat Intolerance "You have problems with eating meat, it's possible for you to eat it but you will suffer morale penalties due to nausea." Mood Swings "Your morale will shift up and down at random, often dramatically." Near-Sighted "Without your glasses, your seeing radius is severely reduced! However, while wearing glasses this trait has no effect, and you are guaranteed to start with a pair." Poor Hearing "Your hearing is poor, and you may not hear quiet or far-off noises." Schizophrenic "You will periodically suffer from delusions, ranging from minor effects to full visual hallucinations. Some of these effects may be controlled through the use of Thorazine." Smelly "Your scent is particularly strong. It's not offensive to humans, but animals that track your scent will do so more easily." Trigger Happy "On rare occasion, you will go full-auto when you intended to fire a single shot. This has no effect when firing handguns or other semi-automatic firearms." Weak Stomach "You are more likely to throw up from food poisoning, alcohol, etc." Wheat Allergy "You have a rare allergen that prevents you from eating wheat. It's possible for you to eat them, but you will suffer morale penalties due to nausea." Wool Allergy "You are badly allergic to wool, and can not wear any clothing made of the substance."