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DZR_Mikhail

DayZ Hero
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Everything posted by DZR_Mikhail

  1. A tool to restart your server in defined time periods with the ability to lock the server and kick all players. Gitlab repository: https://gitlab.com/dayz-russia/dzrcon Russian forum: https://dayzrussia.com/f/index.php?threads/4583/ P.s. Anyone knows how to get server uptime from RCON? 🙂 I would gladly update this tool with a checkbox that will count delay from uptime, not from app launch.
  2. DZR_Mikhail

    Status Report - 26 Nov 2015

    Thank you so much Brian. Some of those question haven't had a proper answer for months if not years :) That's why they got stacked so numerous in Russian community (yes I collect most interesting of them and wait for a chance to ask the team). We have another 20-30 pending. I'll be releasing them in small doses. I appreciate your work and value your time, so I won't make another wall of text next time, because I fear you just get tired of such massive Q&A and run away :) No one wants it.
  3. DZR_Mikhail

    Status Report - 26 Nov 2015

    Hi Brian Have you considered "fake death" animation and "imitate zombie walk"? Just imagine what situations it may bring. Do you plan to introduce boats? Craftable? Helicopters now have much complex maintenance\repair\setup, but will they be more complex to fly compared to Arma? Any chance to see ToH flight model? Hands get bloody. Will clothes get bloody too and washable? May be other stains besides blood (oil, fuel,)? Will the player hands or face get just dirty, not just bloody? Any plans on adding sleep to restore stamina quicker, to heal wounds or fractures faster etc.? Will we be able to use car batteries for other electricity needs? There are inverters that make car battery generate full 220-240 volts. The car can act as a fuel generateor as well. Will zombies be grabbing players, trying to bite their neck and make them fall to the ground, instead of punchung and tearing? Have you considered a soccer ball? A fully physics enabled ball to play football\soccer on those great football field in Chernarus? Basketball? Hitting a zombie in the head with a good throw of a basball? Will we see bandages on the players body parts? Bloody bandages? Have you considered player corpses degrade? Skeletons in Cherno! Take a skull of your enemy to your base, put it on a pole. Why we can use animal guts, bones etc for crafting, but we can only eat human meat from player corpses? Human body has much more useful bones than wild boars. Is it possible (after killing a driver) to keep the steering and throttle as it was at the moment of death, so that vehicle turns speeding to the side, opposed to unrealistically heading straight decreasing speed? Have you considered making a binocular react to a mousewheel as a focus tuning as in real life? Will we ever be able to hide under beds or in those wardrobes? Alien Isolation style. Any chance we could possibly be able to get over much higher fences and walls? Escape through windows? Thank you in advance. And thanks for DayZ :)
  4. DZR_Mikhail

    Learning how to craft different things by reading books

    This is the exact answer I wanted to post myself. Another thing is that as far as I know, there won't be any global crafting menu, like, you know, in other games. Where you just can browse all the recepies and see how much resources you need. For example Life is Feudal - you can set up a placeholder for a castle right from the start of the game with minimum skills, see what is required, but you need weeks and weeks of hard work in a team to build one. DayZ, as stated in the concept by Dean Hall, will be more of a exploring craft. You will get a menu and see the reciepe only after you actually HAVE the resources in your inventory and can combine them. I believe new crafting menu will be just a revamp of the interface, not something like changing it to a full recipe menu.
  5. DZR_Mikhail

    This suggestion will stop most Server hopers

    When stamina comes to game, we could reduce stamina to something very critical when reconnecting to a server. You can think about it as a long journey from one distant location (server) to another. So it's like a resource for travelling. You join the server very exhausted after a long journey. You can walk slowly, etc, even shoot, but you require some time to replenish the stamina and become fully effective looter\fighter. It may compensate both for loot farming and combat logging, maybe. Tell me what you think.
  6. DZR_Mikhail

    Food (True ChernoRussian style).

    Great idea. Same must be done with clothes. We need valenki, fufaika, vatniki, proper ushanka (not modern one), rukavitsi etc.
  7. As a result of DayZ Russia Community half a year's work I would like to publish our "Consolidated suggestions presentation" vote it up on Reddit HTML version of the document This document is addressed mainly to Rocket and we hope some suggestions inspire him or at least make him think about some of the problems or perspectives. Warning 50 pages of text. __________________ Please, while discussing it consider the following facts: This document and our community is not claiming any athorship of any suggestions. We supplied all we feel contributing to DayZ gameplay to make game better, not to boast or claim something.Many of them we invented ourselves and some of them are pretty awesome and original and never seen before on any forums.We don't add contributors anymore. The list at the end is contains just memebers of DayZ Russia forums, who participated in suggestions forum work.These suggestions are not demands. Many of them are controversial. Their purpose is giev inspiration to DayZ dev team.If you see a suggestion, that you posted elsewhere before - don't blame us stealing it. See 1st fact above and remember, many people have same ideas and sometimes at the same time.________________________ January 22 2014 Rocket confirmed... OMG, this day has come! He saw it and even read it!!! Thanks Dean, This is fantastic news. We're totally happy. This made my day. Your dedicated fans from distant Klingon Federation.
  8. Since Rocket announced a planned advanced medical system and disease\contamination\injury simulation I thought about the surgical masks and airbrone contamination. Medical face mask\gas mask\respirator to decrease disease spread while coughing\airborne contamination. Items Medical mask Gas mask (optional) Industrial respirator Must really help decreasing infectioning others around, but only for diseases involvin coughing and airborne contamination. Effects Technical Lessen disease spreading White, medical can be only found it in hospitals and factories Civil\Military gas mask is rare, but found at fire stations and military facilities Visual and Gameplay Imagine everyone in Cherno wearing a white mask. This must alarm you that something is wrong and you can get infected. People can pretent they're infected and frighten others. Enemies probably wont loot you (unless wearing a mask too) :) Medical mask will be a good disguise ;) Dr.Wasteland gonna like this! can contribute to "Perma-identity idea" Vote it up on Reddit - http://cp.reddit.com...l_face_maskgas/
  9. Topic closed. Feature implemented. Thanks Rocket.
  10. RU \ Klingon Changelog Translation http://dayzrussia.com/wiki/index.php?title=0.33.114.782
  11. This feature is a part of a collection of features about "How to make DayZ harder" Idea Once in some 2-3 month or less\more often a randomly choosen season goes in effect on the server. Lasts for a week. Makes random unpredictable changes in server balancing and surviving aspect\methods Safety is only for those, who know how to survive in any particular season, but this comes with experience Every season has a slight, subtle visual hint in the game, atmospheric change, air thinkening, colour effects to reflect a bit to the nature of a season. Very delicate and subtle effects, tweaks, but noticable when sought. And this visual, atmospheric change is happening the day before the season starts. So those who knows what's coming after this SIGN can get ready a bit and survive better. "Hunger" season Visual clue\effect: Game seems a bit greyish, wind sound can change, overall atmosphere is a bit depressing Food and drink loot is getting rare. Stops appearing as loot in zombies. Never spawns in industrial buildings, only in personal dwellings, but very rare too. Doesn't affect animals, so meat and huning becomes the main survival aspect. People are driven out of settlements into the woods for hunt. "Cease fire" season The same as above, but the ammo gets rare. Spawns only at police stations, fire stations and military sites. Shooting becomes very very expensive. Melee and reusable weapons (arrows) get a value. Cities and military sites become even more dangerous for those seeking firepower. "Zombie infestation" season Visual clue\effect: Zombies produce different sounds, more howling, slightly more crazy sounds Zombie spawn doubles. Zombies invade forests too. "Cold" season Visual clue\effect: Rain is enough, but a vague blue tone can be added to the atmosphere. Overall weather is much worse. Rains are constant. Almost no sunshine. Temperatures are much lower. Day is shorter. Night is extremely cold and requires a shelter. Infections spread easily. Requires warming up often. Heatpacks and campfires get value. Players seek shelter - more value to houses. Warm clothing and medicine get value too. +Vehicles are consuming more fuel and take much more time to start the engine. +Air transport is having icing problems and is not recommended to fly. "Epidemy" season Visual clue\effect: Same as hunger is enough One infection is randomly chosen. Zombie melee attack has very great risk of infecting a victim with this infection. Lower temperatures cause having this infection more often. "Epizootic" season Visual clue\effect: Animals produce different sounds, a bit more of yelping of dogs, birds cry louder, wolves howl Animals are very rare. Those present have chance of infecting you after consuming their meat. Predators are more agressive and can infect you after attack. "Dead coast" season Player spawn locations are moved to northern mountains. "Fire" season Visual clue\effect: Everyithing gets slightly yellowish, sun is a bit more brighter, almost no wind or very occasional Extreme hot temperatures Thirst appears much faster. Canned\Bottled drinks get rare. (not in zombie loot, never in industrial buildings) Walking in the bright sun without a headwear can get you sunstroke. Wearing very warm clothes can make you even more fatigue and have a sunstroke. Running causes more fatigue. Autmatic weapons get overheated more and jam more frequently. Foraging is not very effective, plants are dried. Transport gets overheated and can have engine damage if driven at more than 40-60kmh speed. Players stay mainly in shadow, in the forests, water sources become vital for survival. Any other ideas?
  12. OMG, this day has come! He saw it and even read it!!! Thanks Dean, This is fantastic news. We're totally happy. This made my day. Your dedicated fans from distant Klingon Federation.
  13. It's hight time to vote up this document at Rocket's AMA - http://www.reddit.com/r/IAmA/comments/1vulr2/i_am_dean_rocket_hall_creator_of_dayz_and/cevx90i
  14. Gosh, such great feedback. Thanks guys. This means a lot for us. Really. Yeah, some ideas are strange, some too difficult, some are contradicting the others, some for fun, some are serious... The purpose is to inspire and make you think beyond common limits. Pity Rocket ignores this document for some reason. Never told a single word about it, never replied. When I chat with him, all is fine. When I mention the Russian presentation... he gets silent and is irresponsive ... as if there is some taboo or directive "not to react or comment on Mikhail's community work". Spooky and sad. I don't really know what I want most, to hear Rocket comment on the document or hear him explain why he is ignoring it SO violently :) But I wish it's just my paranoia and one day Rocket comes, as if nothing happened and told: Good work guys, I noted some thing down into dev plan." Or at least, "Bad ideas. Go away" would suffice...
  15. This feature is a part of a collection of features about "How to make DayZ harder" Vote it up on Reddit too - http://cp.reddit.com...k_is_permanent/ I really hope Rocket sees this and follows my logics. I feel it’s a huge feature. Having permadeath surprised everyone, but together with permaidentity it will produce even more effect on everyone. PROBLEM #1 Player changes nickname at any moment. :facepalm: Has no face. :blink: Nothing unique per person. :( Social aspect in game is destroyed. Requires out-of-the-game communication\organisation\socialisation PROBLEM #2 I remind some of the core DayZ principles: Authenticity :thumbsup: No player action judgement. :thumbsup: Bandit-skin feature destroys these two principles and is ineffective. :o BANDIT SKIN FEATURE ANALYSIS: SOLUTION TO BOTH PROBLEM #1 AND #2 IDEA: WHY IT’S MORE AUTHENTIC COMMENT IMPORTANT EFFECTS: GAME MECHANICS RULES: ________________________ So far a most discussed and pretty fair drawback: People are not ready to accept and abstract metaphorical transition of face function to nickname. Many people just can't sacrifice the ability to always have their nickname private and be shown on demand, lie about their names, and have all the anonymity advantages of being able to trick, scam and pretend. When I tell them "COVER YOUR FACE" and do all you want, they say that with a mask everyone will loose their trust and kill on sight. And this fact is a crucial point where I say "It is awesome and authentic", but they say "It is unfair and restricting freedom" I feel their pain, but paying this price will equal all players possibilites and finally introduce social life to DayZ. Fair price, useful sacrifice. Huge future possibilities and immense underlying effect on DayZ Universe. Continuing DayZ with such complete anonymousity and changing names at will only increase the overall PvP and social disorder and ruin ingame communication and atmosphere. It is of course not a main feature for the alpha release, but this must be definitely dealt with with this feature or a better idea of DayZ developers. ________________________ HOTFIXES - Solutions to subsequently discovered drawbacks, disadvantages and issues. Problem: Exposing identity will attract griefers and abusers, allowing them to follow you on servers and track you down. Soultion (under the spoiler) Oh, I will say what I want, that's for sure, and I hope you don't leave disappointed Apart from detailed explanation of this feature I wrote a dozen posts expanding my idea and the only one drawback\issue\error you have yet found was this? Gosh, what a compliment to my work. Thank you sir. I can solve your issue easily. Hope you won't get offended and feel relieved. Method 1. Persuasion. I can't understand how they can use it? They know your name, so what? How can they track you down in Chernarus easily? Describe the howto. Can you reproduce the possible actions of a troll or griefer to do something to you? As far as I can gueess, to track Oldy1Kenobi in DayZ a troll\griefer\small\sh1t: Must check thousands of servers and check every playerlist to find your nickname. It's easy, some hour or two browsing the servers. WHEN\IF he finds you on some server, he logs in and rubs his hands. Easy. 2-5 minutes approximately. He then he thoroughly checks all the 225 square kilometers of Chernarus to find you. It's easy, just run for 9 hours checking the land with Thermal Scope (Chernarus is 15x15km. 5 kmPerHour. 15km \ 5kmh = 3 hours each. 3 hours * 3 hours = 9 hours). At last! He finds a survivor! Now he must politely ask this survivor to come up at the distance when his nickname will get visible to him. If it's Oldy1Kenobi. BINGO! Kill the survivor. If not... Apologize and continue the search. If he encounters a survivor in balaclava or headwrap and his nickname is invisble, he must politely an carefully ask a survivor to remove the disguise and reveal his nickname. Be sure you reveal yours first. Piece a cake! !!! WARNING !!! IMPORTANT NOTES TO TROLL\GRIEFER !!! WARNING !!! Check playerlist every 20 minutes, to be sure your target hasn't left the server. Be aware of the fact, that Oldy1Kenobi may have already walked to the place you already checked. So go back and doublecheck often. (9 hours * 2 = 18 hours) Be aware that thermal imaging is blocked by trees and hills. Be cautious, because you can be shot by randomly encountered bandits, especially when you be thoroughly checking Sobor, Cherno, Electro, Berezino, Krasnostav, Airfields, Komarovo, Solnichniy, Mogilevka etc. Be sure that you have enough ingame food and water for 9-18 hour long run. Be sure that you have enough REAL food and water for 9-18 hour long play. Be sure you have plenty of ammunition for your automatic rifle, so that you don't stop running while being attacked by a horde of zombies. I mean, seriously! You still not convinced it's not an issue?! Method 2. Technical game changes. We can disable playerlist in DayZ. But you're wise and you say someone can be sneaky enough to query gametracker or check PlayWithSix or dayzcommander and still get the server playerlist? Fair enough. Solution: We make your real nickname only available in DayZ database. It is tied to your character upon respawn based on your UID. In servers playerlist poeple will only see your profile username, not you global unique DayZ nickname. Go to your profile, change it whenever you want, and you're safe. Your INGAME nickname is only shown INGAME. Bulletproof! Aren't you convinced? Problem: If your name and appearence are persistant even after death then you have essentially negated the entire "perma death" feature of this game. You didn't die... you're back with the same name and appearence. Solution (under the spoiler) You miss the point completely. It's you, the player, who neglects permadeath completely and resurrecta magically, reincarnate every time with a new body and name BUT WITH THE SAME PLAYER PERSON IN HIS HEAD, SAME OPERATOR IN CONTROL. Player is not dying in front of the screen hopefully. Neither they have an amnesia for the previous survival attempt. His CDKEY is not revoked and banned. His nasty actions are not erased or forgotten. His words and promises and lies are remembered. So in fact, your location is reset and your lewt is taken away. Dear lord, what a painful permadeath, considering the fact you can walk up your corpse, tent, car and have it all back in half an hour. That all seems more of a magic cheat to me. True permadeath would be if you cant join the server you died on for lets say 6 months. Youll soon value your life and suffer from being forced to play on some sub polar Russian servers with 1500 ping and a drunken bear in the lobby, because you died on all servers already.  But if you try to think deeper, what I suggest is not an easy way, not a magic cheat or simplifying gameplay feature, not a single attempt to help you and make DayZ casual as other MMO. JUST THE OPPOSITE. I expose and eliminate the last exploit in DayZ concept, the last dirty legit cheat - full anonymousity and no consequenses, no reputation or responsibility for your actions, not a single regret about a survival attempt (besides lost lewt and time), NO VALUE TO YOUR CHARACTER LIFE. "You are Dead"? Oh, well. Sad, but pffffff, whatever, restart in Electro, run and lewt again, kill em all, mwahaha. Just get me right. I restore the missing link between your NOT DEAD player personality, and your NOT DEAD (though new) character. He is NOT DEAD, he is reset to zero. But you are not reset. YOU CONTINUE SURVIVING. So my feature brings immense realistic and authentic psychological brutality to your next survival attempt - you will suffer and enjoy the consequences you triggered in your past life, your former presence changed the world and other people, the world was not reset as your character, and you are back in this changed world, and now you either hide your face an take a warpath of a bandit/renegade and be freed of fame/infamy and reputation problems, or show your face and gain fame/infamy you deserve for your NOT DEAD PERSONALITY in the world you changed. That is authenticity. You think before you act, you know how people react to it, you value reputation, no one likes disgrace, shame and betrayal, and you do not rely on a cheaty perspective of gaining new name, face, identity and a chance to neglect any lessons and burdens of your past deeds. In real life you really have permadeath. No BS. You make mistake, you mess with wrong people, you act like a psycho with a sniper rifle, you KOS, you rob or rape... you eventually die because of that, or worse... You live with it and everyone knows it was you. Sometimes you get more sneaky, more stealth, more pro, COVER YOUR FACE, and dont get caught. So noone knows your dirty biography. You dont get all the punishment. Unreliable, risky path it is, but you can choose it. You can choose another path. Honest, open, heroic, but even more difficult than the above. Because you oppose the anonymous legion of face-covered crimes. You are hunted more than a simple newb. You inspire and help others, you are famous and noble man. By just your presence you decrease the crime influence. Coverfaced envy you and hate you. And they KNOW YOU as everyone else does. This makes your Path even more dangerous. I offer you a genuine Freedom and Choice, but remember the price if you get caught without the mask, even if you are a hero. Do you understand now what I meant for this feature and what it brings to Dayz? So far DayZ was about physical survival... This feature makes survival complete with psychological survival. Survival as a personality, not another clone from the coast. Problem: In combat you just pretty much scan the area with yout crosshair and someone thats perfectly hidden in tall grass is now exposed Solution (under the spoiler) Problem: Some people may not want to show everyone their name. Solution (under the spoiler) Problem: Glory hunters will pursue streamers and celebrities. Solution (under the spoiler) ______________________________________________________________ Small FAQ built upon questions and answers in this topic. I suggest the size and the transparency of the nickname is changed respectively to the distance. I'll make some concept art screens to illustrate this. Basically, your nickname must not get bigger than your body. If it's unreadable, than it's not shown at all. It's a matter of design. If you fear of being exposed with your nickname - quickly hide your face if you are in the battle so that you are not exposed at close range. If anyone is fighting or in the fight, then participant are meant to hurt and kill each other. This is not the place to show your face :) About the overall concept of Internets being anonymous or not at any time. I can't see problem here. In fact, I introduce a feature for you to get protected from exposing your identity. Hide your face and be Zorro or whoever you like. No one will know your name. Show your face only to whom you trust. This adds drama and tension to your survival, this makes you bear responsibility and enjoy consequences of your actions. If you think it over, you will understand how brutal DayZ may get with this feature. It's not the Internet thing. It's a game with strong survival elements at the breakdown of social order. Basically survival is about trying to restore your social and physical conditions to be able to act and live as a human further. So you can't be anonymous all the time. Social life is an immense part of this scenario. About clothes and character customisation serving the same purpose. And about the idea that your character dies, but preserves personality\identity. 1) Yes. No doubt a wide variety of clothing and customization can bring some uniqueness to players, but only when you have played and "levelled up" enough to have a good choice of clothes. In the very early periods of playing everyone (counting hundred thousands) will be just the same cloned baseball cap man. And following your logics means you will positively identify somebody dressed in a certain way. I think it's obvious you can meet a player with same outfit. Trusting outfit is not reliable. You judge a book by it's cover. And concerning the social aspect. How can you make friends with a combination of customized outfits? It's the person, personality that you meet with. Real nickname makes it possible ingame without Skype\Forum verification. 2) Dude, your not forced. Please, think about this: YOU ARE the same person after your character dies. That's what sits right in this game. Choosing a new name every time you die kills all the social features right away! It's a disaster! Not a single MMO or persistent world multiplayer roleplay game allows that for obvious reasons. All the games use the same old method very long time: "CREATE 1 CHARACTER. UNIQUE NAME. DEATH DOESN'T CHANGE THE NAME." So in the worst case DayZ must have at least this system. Let's say, 5 characters per server\world. No name change. I can accept this. But choosing name after death is unacceptable. It's agains any common sense. 3) Yes, this idea came to me, I liked it a lot and thought you guys gonna love it too. This feature will put streamers in danger. Wow, good point, didn't think about it, but why is it a CON? Streamer is a live TV journalist, who is broadcasting events from the world to media in realtime. They are always pursued this way or that. It's their choice, their life. They are public personalities. Everyone knows their faces, names and can contact them. Choosing a path of a streamer will lead you to this very public exposure. I see no problem here. ONly a better simulation and authenticity. This is very cool! Of course if half a country knows that you're standing at some street talking something and half a country can watch it live.... Well, haven't you seen some jokers jump in the camera view to make faces? Same here, but the jokers are armed. Seriously, it's aint a peaceful place with police around and civic glamour events. It's a wild freaking apocalypse and you run with camera broadcasting your location to thousands of crazy killers around you?!!!!!!!!!!!!!!!!!!!! Are you nuts?!!!!!! Get yourself a gun and run for cover you fool! Suggestion to rather have two preset factions of Bandits and Heroes and choose your side before character creation. Very good idea, but not that hardcore as mine, and it is a bit restricting in the roleplay freedom. But I won't mind having these two factions in DayZ outlined honestly and cleanly. With my feature, you can switch sides at any time, just go round the corner, pull on your balaclava and rob your new friends the same minute. Then take out balaclava and pretend it wasn't you. :) Suggestion to rather have group\buddy social mechanics. It a technical restriction to authentic freedom. How can you explain that you see everyones faces around, but recognize only your friends and anyone else around seems a cloneface to you? Nothing logical. But if you see everyones nicknames if their faces are not covered, you can still recognize your friends and remember others around. If you think deeper, you suggest just a partial social system solution, covering only group\buddy aspect. Your variant still doesn't deal with the problem of anonymity and clonfaces. While I suggest an immense passive social mechanism. Switching servers is breaking reputation and no humanity indication forces KOS\PVP badly. That's the problem I described, and that's the solution to this I suggested! 1) With this perma-identity it doesn't matter if you switch servers or not. If everyone on these forums rumour you, the "Dallas" nickname, to be a dangerous mass-murderer, then your name becomes historically active, you fame grows irrelevantly of the server you play - it starts imprinting in the DayZ universe, in its History! If someone sees Dallas in front of him in this example, he shits pants, drops beans and runs away for his life. Because he read about that "Dallas massacre at EU#87" when someone named Dallas cut two dozen bandits with only a Makarov and a violent laughter on global VON.... Do you get what I mean? You can get famous or infamous. No one will ever forget you if you make a great action ingame and expose your identity. Humanity indication is out of this feature. It's not something you easily percept in real world. In fact. You can't possibly ever know person's humanity. It's not a badge, it's a deepest moral and ethical personality structure. Having a badge "I'm bad\good" is no good. It's judgement, with probability of false judgement of some machine\algorithm\script. And it's a technical means. What I suggest, you SHOW your humanity, make your actions get known in DayZ universe. Make your fame\infamy work as better indicator. Everyone in DayZ will soon learn, that the one that hides his face, has something to loose if he reveals his identity. Good people have no reason to hide their faces and conceal their personality. This will be a natural way to distinguish bad and good humanity. A subtlety that is obvious as well. Permanent nickname is too much. Let's have a huge period of time (3-6 months) when you can't change it. Then you can change it again for the next period. Yes sir, good find. I know it can get frustrating with inability to change some stupid name. With this feature being truly hardcore and me liking it a lot, I'm honest and cannot ignore this can grow a bigger problem. Permanent name for 3 months - sounds sane. But I'd increase it to 6 months! That would be both still very effective + hardcore and not that frustrating for the ones who desperately need to change name.
  16. Visited the Suggestions forum just now and saw lots of ideas, that are already in our presentation. So I'm reviving this thread and for all "suggesters", please, have a look at it. You will find a lot of good suggestions and inspiration for more.
  17. Hopeless... Recent changelog "Editable character name in main menu" for buddah's sake... not again... sigh facepalm I thought they'd leave Steam username as it is. Almost worked... almost identity. You could in many cases know who played with you... at least something stable and trusted... But no. Let's bring back the anonymous clone farm... Now the anonymous legion at least dressed differently, but still change names at will. Rocket would hate me for such words, though I'm his fanboy. But this particular nickname issue drives me up the wall for some reason. Dear dev, why bringing character names at all if they're changed at any time without consequence? Let's remove character names from the game at all. Why you bother calling your character Rocket, while anyone can call himself ROcket and do whatever they want. Why WOW has permanent character naming? Because their character have PERMALIFE. They never ever die. They ressurect ith all the life and progress, but loose some gear. In DayZ we have permaDEATH. Characters actually die. Even in WOW they can't be renamed at will with immortal characters... In DayZ chrs die like fleas, renamed at will... Strange it's not obvious that it is ruining social aspect. I'm not talking about some guy ruinin ma evenin' gamez... The game and it's atmosphere is comprized of many aspects. While Rocket drives all the force into weapon mods, fantastic clothing system, incredible health and biological aspects to it's most realistic state ever in the game industry... He completely ignores and gives no damn about anything social. Gestures? Clothes? 4 skin tones? ... But still no face. Yes, now it's waay easier to identify your teammate. No complaints for that part. But we're missing a huge social perspective. Personality in DayZ... not just a character to die of axe in 7 minutes. Sorry for whining. Just a bit aggressive and pissed off for some reason about this point in changelog. Consider it as a post to noone. I hope Rocket never sees this and I forget this idea. A stupid idea no one seems to need. My last post here. Call me when\IF ROcket replies here. Thanks for support and feedback, but it's wise to bury this unnedded stuff. I'll trust Rocket again.. though wait for private hives and mod tools and create permaidentity for my servers at least.
  18. RU \ Klingon Changelog Translation http://dayzrussia.com/wiki/index.php?title=0.31.114.343
  19. DayZ Sa using the new engine. Forget the clunky monster engine of Arma2. Possibilities are much more awesome now.
  20. Explain please, how can you cursor scan when username starts slowly appearing only after you hold cursor over character for one second, provided his face is not covered, his face is facing you, his face is less than 35 optical metres from you, his face is not obstructed by plants, his face is not in darkness... If you cursor scan in 35 metres radius - you're probably in a close combat already. Stopping for a second at each inch of hostile environment to scan for an enemy will kill you. And I suggest everyone to COVER your face before any encounter - this will prevent your username to be revealed at all in any case, until you're killed and your mask is pulled off. Many soldiers, especially SWAT officers cover their face to save their identity. Many bandint cover their face before crime for the same purpose. Why you wouldn't do that in such a situation? So I can't imagine cursor scanning with permaidentity feature. It's NOT designed to cursor scan, it's designed to make authentic and effective social interactions.
  21. I'm sorry I lack time and I will have to write fast and effective, may be it will be a bit harsh or impolite, but I see you encountered logical problems while assessing my suggestion. I understand what you mean and I'll try ti solve your issues. Using your words with my arguements. "If you die, you are dead. There is no way you can know Chernarus or remember your past experience after death. With present system even after 20 deaths you always know where to run and what to do." It's a game. It cannot have an ability to erase your memory or kill your brain to start over. So, character dies and player does not. Character IS A BODY, the avatar, the representation of a player in the digital world. The mind, intelligence and memory of this character IS PLAYER. It's a solid fact, and you can't reject it. If you accept it, then your statement is false. It's a sad gameplay limitation that you can play again and game doesn't kill you to simulate "if you die, you're dead" at 100% authenticity, sorry. I was always sure a survival scenario is about doing all your best to not die, to continue existence and life O_o If you play DayZ just to die, I think we'll never find agreement on any issues you propose. I already stated in the firs post, that permemnent state of you identity is not necessarily locked from first moment till forever. We can have lots of options, depending on common sense. I suggested the most ultimate shape of this feature. Of course a game designer will never take an ultimate shape of a feature and will balance it all out. And of course for the sake of fun and gameplay we can have ability to change name during, e.g., first 2 months of the gameplay, then you can change it again only once and it gets permanent. Of we can have difficulty modes with one character per each: Hardcore - Identity is permanent after a month (no way to change forever), Normal - PID is permanent after 3 months (can change PID once in 6 months, 3 changes allowed in total), Easy - PID can be changed after death (DayZ Mod style). Options are infinte to satisfy almost everyone. But I want people to bear responsibility for their actions and be careful with their identity. It's a choice, not a random anonymous recursive deathmatch you want. Gosh, why is it complicated? It's my huge wall of text original post that is complicated, it's the issues I underline that are complicated, it's the concept that is complicated, it's the consequences that are complicated - the feature itself is plain and simple. Your identity - YOUR FACE. Want to hide identity - COVER YOUR FACE. Identity is not seen from distance. Period. That all that I want to introduce. It's as authentic as real life is. Visually it is not, because of the hated floating username, but for the sake of hungry children in Africa, hear me: In terms of authenticity and realism - HUMANITY SYSTEM AND USERNAME CHANGING ARE FAILURES - they have nothing in common with real life, not a single point of authenticity. So how can my simulation of identity be less authentic and worse than present system? You want freedom of anonymity and like running killing? You like short gameplay cycles? I mean in 20 minutes, spawn, find problems, die, try again? You don't want to waste time and nerves because you die in any case? You don't want game to get social? You don't think social life and social problems are not a part of a survival scenario? There is something wrong here. Individual survival is always getting social after you won a firefight with bandits, because after you survived, you want to live further. And you either live alone - and my Permaidentity will not be of any trouble to you, or you find a group to play with - and my Permaidentity will aid you to find reliable people you can trust in roleplay immersive world, not just your friends on Skype\TS\RC. Who told you you will have only one character. See point #3 for details. And by the way, why is that a problem to be a hero after playing bandit? Good bandits never expose their identities if they need them to be out of record. Cover your face while doing something bad. Reveal you face and act as if it wasn't you. What? They killed you, saw your face and know your identity? You're not very good bandit then. It's always sad to lose and do mistakes. But is it unfair? No, seems perfectly balanced for me. Your actions make your reputation. Much more authentic than starting new life with new name every time you messed with wrong guys :) But I repeat, my feature is not suggesting there can't be more than one characters. I think 3 chars are enough. One if for evil, 2nd for hero, 3rd for recon :) Problem solved? Omg, yes, DayZ is about "whom can I trust and whom can I not, whom will I spare and who will be shot, with whom will I share and whom will I loot." I'm doing poetry for you here!!! =D So what is DayZ all about if not about trust and interactions with players? Geeez, this is the social aspect man. I propose adding social simultion with real life like identities. I can't understand why you resist it. But it's you right of course. We want the games we will love to play and tastes differ. But please, don't tell permidentity is unauthentic. I jsut can't understand you: "It is just very unrealistic and unauthentic." compared to what actually? To bandit skin? To anonymous clonefarm shootout? To robotic frag statistics-driven humanity, which is not evaluating self defence, vehicle kills or abusing blood transfusion? Sorry. I'm not convinced by any of your arguements.
  22. Thanks. I die to know whether Rocket at least briefly saw this topic...
  23. DZR_Mikhail

    DayZ Mod 1.8 Update

    RU translation here
  24. DZR_Mikhail

    DayZ Ecology System

    The topic starter is not good at English, so he asked me to translate it and now asks to comment a bit. The core idea is about global amount of resources and it's global spawn (let's say once in a day) and it's limit to fulfill the need of LESS players than server has at the moment. This will make resource locations a "heatmap" as stated above. Resources will be distributed equally, but in the end of it's spawn cycle the most inhabited areas will be empty and players will be driven to explore other locations. It will also influence the "loot farming" in both ways. Noone will be able to loot farm a server where there are very small amount of players, because server will tune the global resource spawn to fulfil even less players. You come to empty server and it's empty of loot too. If players get there and inhabit it for some time the loot will grow more. If server is heavily inhabited loot farming will be difficult as well, because there will be more risk of aggressive encounter. So the price of loot will grow and players who succeed in good farming inspite of it all can even ship the aqcuired goods to other servers in some way. Let's compare present state. Now every location has it's own spawn cycle and a short period of time for it. So you loot out a village and in an hour at most you come back looting it again. All other locations have the same. So it's locationwide, while author suggests it being serverwide and much longer time cycle. Let's face it. DayZ is not about gathering resources, it's about the lack of resources in a critical situation and how you deal with it, how you survive this. Everyone is feeling ok with zombies, but they are making impediments to happy life of a player. Why we like it then? Because it's a challenge. Is loot or resources a chellenge now? NO. It's a matter of time only. That's why author ties it all up around FOOD. Look at the global DayZ stats. How many people die of starvation or dehydration? I know it's not publicly available, but I bet almost nobody dies compared to suicide, PVP and zombie attack death rates. Is it interesting to play a game which comforts you or which challenges you? I choose the second (while common sense is preserved). Feel free to ask or discuss my points, I'll redirect them to the topic starter. He is very worried that people understand him wrong. Thanks for the attention.
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