chssmius
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Everything posted by chssmius
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I have heard some calling for zombie dogs to be implemented, I disagree with this. Although, I do think that regular non-zombie wolves should be implemented. As it is, the only thing to fear in a forest is running into another player or sometimes passing too close to a deer stand. I feel that wolves could add another dimension of fear and gameplay. They could track players in packs and employ the AI’s flanking tactics when they attack. They would naturally be faster than the player but would normally not travel at full speed everywhere. A player would need to either find a place to stand his ground (his back to a wall or similar) or attempt to shake them off his trail (running through pond water or on a road that doesn’t carry sent well for a ways could be ways to do this). Wolves would tend to hunt from dusk to dawn and rest during the day (so you would fear the night and the howl of the wolves). My thinking is wolves should fear the light in general, especially fire. This would make running with a flare a way to scare off wolves but a great way to draw the attention of other things like players.
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PLEASEfor the love of god help me launch this goddamm game???
chssmius replied to twd28888's topic in Mod Servers & Private Hives
If you can't run steam as admin then you don't have the privliages for it. Logon as admin and launch steam as admin. Also this: http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/windows_security_runas.mspx?mfr=true -
I have been playing nightly for several hours for a month and have yet to see a hacker. Try playing were there is less of an audience for the hacker to get his jollies from (play on other less populated servers).
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Suggestion: Make silenced weapons more realistic
chssmius replied to na85's topic in DayZ Mod Suggestions
I believe a better word would be "complete". The plot was developed by playing single, pure, and steady tones (eg. trivial sound) under ideal laboratory conditions, yes; however, it is still valid for the point I was trying to make (using dB as the only metric for how to measure the loudness of a sound is meaningless). Beyond that it is still meaningful as the perceived frequencies of non-trivial sound WILL be distorted in a manor partly dictated by the graph I posted in addition to many other factors. A more accurate graph for the purposes of analyzing how a human actually perceive non-trivials sounds would be very highly situational as it would need to take into account the hearing loss of an individual from age or exposure (recent or long term) and the ambient background noise. There are other complications beyond what I have mentioned (some beyond my experience) but any actual analysis quickly becomes highly specific to circumstances, difficult for a layman to understand without significant familiarity with Psychoacoustics, and would tend to distract from the point of my original post. TL:DR Yes, hearing is much more complicated that the picture I linked but that doesn't detract from the anything I said. EDIT: For clarity. -
[DayZMod] The Dayz Statistics thread!
chssmius replied to Ander (DayZ)'s topic in Mod Announcements & Info
If the average speed of a player was over 120 km/hr then that would mean that every player in the game would need to spend half their time riding a helicopter at full speed. Which is not the case. What you have here is a case of misleading data. The "total walked" number is a short hand explanation for something else. What that something else is, I don't know, but I know it isn't the agregate of how far people have traveled in the game from walking (or running or shuffling or crawling, etc. etc.). The "total walked" is almost certainly an extrapolated number which is why it is misleading (and accordingly incorrect). EDIT: For my terrible spelling and vanity. EDIT2: It is not my intention to be critical of DayZ but I am trying to be critical of misleading infromation. In my mind, one of the greatest injustices executed upon any body of people is to mislead them. One or more of the statistics on the front page of dayzmod.com is missleading and it chaffes my sensibilities. -
Suggestion: Make silenced weapons more realistic
chssmius replied to na85's topic in DayZ Mod Suggestions
Le Sigh. http://upload.wikime...man_Hearing.svg The above link is a typical equal-loudness curve for the human ear (also called a countour). As I hope anyone can see, a sound with a frequency of ~16 hertz and ~80 dB would be as perceptible to a human as a sound at ~1000 hertz and ~0 dB db (that means a soundwave at 16 hertz with 100 million times more power behind it sounds as loud as as a soundwave at ~1000 he). From this I hope it is abundantly clear that it is meaningless tripe to throw dB levels around when talking about how loud a silencer realistically is without accurate frequency plots of the resultant noise. -
The worst thing you've ever Backpack munched.
chssmius replied to amaROenuZ's topic in DayZ Mod General Discussion
I lost my M4A3 CCO, my CZ550, and 7 M9 SD mags...in one two hour session. More recently I lost 5 PDW clips and most recently(yesterday) 4 STANAG SD mags (manage to keep my PDW and M4A1 CCO SD somehow). Most painful was that my SD ammo (two weeks in on this life) was lost over wanting to use my hatchet to kill a rabbit. -
Crossbow, Bow - Back Pack For Larger Bolt Capacity (Quiver)
chssmius replied to mgsloth's topic in DayZ Mod Suggestions
Thread yesterday about crossbows. http://dayzmod.com/forum/index.php?/topic/52744-crossbows-please-spawn-quivers-of-bolts-instead-of-singles/ -
Rocket, please, for the love of God! Fix the damn inventory so it doesn't eat my #@#%^$ ammo when I try to move the gun in my hands to my inventory! I mean it would do that for my secondary weapon in 1.7.2.3 but not my primary weapon. Now it is doing it for my primary weapon and I just lost 4 STANAG SD mags because of it(do you have any idea how long it took me to get 4 STANAG SD mags? I switched to my axe so I could kill a rabit without wasting a SD bullet..so much for that idea!). Now I am wasting 10 slots in my backpack that I don't want to drop because I am never going to find another one like it and I am too affraid to switch weapons because of this @#$% inventory bug! IS IT REALLY THAT HARD TO INSERT AN IF STATEMENT IN THE INVENTORY MANAGEMENT CODE! Yes, I'm mad!
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Crossbows. Please spawn quivers of bolts, instead of singles.
chssmius replied to vulfy's topic in DayZ Mod Suggestions
My beans, sir. Please take them! --- On a side note, the only reason I don't carry a crossbow is because of the 1 bolt per slot situation (this is coming from a guy with a M4A1 CCO SD, a M14, and a PDW). I would be in favor of ANY change to the current situation. -
Server-side Hotfix 0.7.2, Helicopter status and server info
chssmius replied to Vipeax's topic in Mod Announcements & Info
You mean your not on day 12 yet? -
Server-side Hotfix 0.7.2, Helicopter status and server info
chssmius replied to Vipeax's topic in Mod Announcements & Info
Now, where is the fun in that? -
Server-side Hotfix 0.7.2, Helicopter status and server info
chssmius replied to Vipeax's topic in Mod Announcements & Info
The dev's said they were going to seed (one) chopper per server. They have. That doesn't mean they have put them all in the same spot on every server. Your claim of "bull" is uncalled for. -
Separate Clips and Ammo
chssmius replied to nikita.shybayev@hotmail.de's topic in DayZ Mod Suggestions
I agree with the intent of the OP. Make magazine somewhat rare(compared to now at least). Perhaps make ammunition a little less rare for some guns than it is now, though. Ideally, this would translate into making some guns (fixed tube magazine shotguns and the like) much more viable. Shotguns seem underrepresented (compared to what I would expect in a real zombie apocalypse). There is a military theory that, in the field, ammunition should be plentiful but magazines would likely not be. As an added benefit this would likely permanently solve the problem with automatically replenishing ammo and make the odd “convert ammo” thing unnecessary. The down side is this will probably have to wait until the total split from base Arma 2 happens because I am pretty sure you would have to rewrite several key bits of Arma 2 to make it work. Still, excellent idea. -
From the bowls of hell (4chan) comes a moral dilemma. Given the above was the OP justified in killing Justin? I say the killing was an immoral act of second degree murder.
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I am not joking when I say that I have found seven watches in one supermarket before. Infact, that same night I visited 6 supermarkets and each of them had between 4 and 7 watches. That is just too much. I can understand making them common but there should be some sanity to it.
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You haven't logged on steam for 4 days(at least that is what it is showing). Also, it would be nice if you let people know what version of DayZ and Arma 2 you are on (some people don't play the latest versions of one or both).
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Watched the whole thing (server list was being wonky) and I have to say I kind of like the attitude that Rocket has adopted. I get the feeling that DayZ is going to be a very tumultuous development but has the possibility to be something truely wonderful at the end of it.
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I am putting these two suggestions together because they really belong together. One without the other would either be pointless or not have the desired effect. Visibility at night 1: I don’t like how consistently it gets too dark to see in game at night. Granted I think it should be able to get as dark as it does but I don’t feel it should be almost every night. Similarly, I don’t like the almost-daylight-when-the-moon-is-out level of brightness as the only other option. Most nights should be dark enough to make it impractical to see (except for silhouettes) beyond a few meters (suppose 20 meters). I imagine that the Arma 2 engine may not be capable of doing this though. Inside of buildings and under the forest should be noticeably harder to see than in an open field with a stary night (something like the level of pure black that we seem to get almost every night right now). Visibility at night 2: This would need to be implemented at the same time as the above. It should not be possible to turn the brightness and gamma up to the point where you can see clearly in all but he blackest night. The brightness and gamma should (may need to) be hard locked from 0.9 to 1.1. This will inconvenience a few people but with abnormally bright or dark screens but will help enforce visibility as integral parts of gameplay.
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Combining flashlights with weapons?
chssmius replied to johan (DayZ)'s topic in DayZ Mod Suggestions
I am not so sure about duct-taping flashlights to guns as there are a few that actually come with flashlights already and have it as an addable feature to every gun would cheapen the ones that have it.... I do agree with the idea of one hand holding a flashlight the other hand holding a sidearm with an accuracy penalty. It would give a tactical advantage to someone with a flashlight integrated into their gun. This would also avoid totally neutering players at night that don’t have weapons with flashlights on them or Night Vision Goggles. -
New loging out system and ALT + F4 insta-ban?
chssmius replied to SollemNRomanHD's topic in DayZ Mod Suggestions
I don't think 5 seconds is enough of a countdown, personally. I also don't think you should be invulnerable to zombies. Yes, this will cause some players to die because they are in town. That said, I feel causalities of this nature are an acceptable price to pay; although, I can see your point. -
I will grant that bear attacks are somewhat rare in real life but that is irrelevant to the suggestion. Criticize the suggestion as an aspect of gameplay beyond "It isn't realistic". Also, is DayZ suppose to be a game or a simulation?
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I would deleted the topic if I could figure out how to.
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I like the sight mechanics introduced to zombies(infected) in 1.7.2, but I miss the sound based mechanics in 1.7.1.5. Especially with regards to the amount of noise a gun makes. Firing a gun in or near towns used to be problematic as between 5 and 100 zombies(infected) would come after you because of it. I am not saying all of the zombies(infected) near town should always aggress. However, right now usually only one or two will come running if I shoot a zombie in town and I don’t consider that to be fear inducing. I SHOULD be legitimately afraid of drawing the attention of a lot of zombies(infected). Fear of attention SHOULD be an integral part of gameplay and drilled into the player.
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Sorry... I am working on putting as much my original post into discreet threads as possible.