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lamesaint

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Everything posted by lamesaint

  1. lamesaint

    A novel idea, unique even.

    If I'm not mistaken, DOTA did not make use of the source engine, but instead whatever engine powered Warcraft III. Only DoTA 2 makes use of the source engine, and it certainly cannot be called a mod. Also, I don't see why you think the ARMA engine is a "giant stinking fart". The ARMA engine is great at what it does, especially for an older engine. Even Rocket has said that the ARMA engine is great, and that he would like to continue using it (don't quote me on that last part, I'm going off of memory from Rocket's interview at Rezzed). As to the idea of getting help from the community; it SOUNDS like a great idea, and it may have been before there were any concrete plans for the standalone version. However, for the most part, Rocket was getting pllenty of help from other employees at Bohemia, and now has his own team to work on the standalone version, so he probably doesn't need our help.
  2. Are you really this stupid? I think YOU are the one trolling, sir. However, in case you aren't, here's what I want to respond to: "Why even roll out a patch that isn't tested in the slightest?" Um, excuse me? This is an alpha; ALPHA IS FOR TESTING YOU UNEVOLVED CHIMP. Ok, now that I got that out of the way, here's my evolved response: Alpha is for testing. This means that patches will be rolled out so that things CAN be tested. Not everything can be tested in-house. Not every setup/ operating system/ whatever can be tested by Rocket and his team. I could totally understand your point if this game was actually in release. In a release game, you need to have a test version and a release version. The test version is where you roll out patches so that people who want to test the newest stuff can help you, and then when everything is fixed you can roll it out to the release version. It would be ridiculously redundant to have a test version for the testing stage of a game. Get it now?
  3. lamesaint

    5 People squad - 2 needed

    Hey, I'd love to have some people to play with in DayZ. I had a group of RL friends that I used to play with, but they all quit :\ Steam: LameSaint Skype: LameSaint00
  4. This is wrong. It has been stated by Rocket (or someone else on the dev team) that DCing to avoid a fight is cheating.
  5. It's probably not as simple as just adding a few lines of code. If it was an easy and fair fix, then it would have been implemented already. If it hasn't yet, then you can assume a few things: 1) It's not as simple as it may seem; 2) It's not high on their priority list (like I assume that this probably would be); 3) It's not fully tested and/or working.
  6. lamesaint

    Admin Whispers.

    I had quite a good laugh at the choice of song for that video, knowing as I do now the story behind it. :P
  7. These types of weapons are sold and bought by all kinds of different countries. You are not necessarily more likely to find a weapon in a country just because it's made in that country, unless you stumble across the manufacturer for that gun. Also, drop the realism for a minute. When it comes down to it, this IS a an alpha version MOD. It was probably simpler or more convenient to put in a lee enfield than a Mosin Nagant.
  8. As far as I know, DayZ is NOT set in the soviet era. The buildings probably LOOK soviet era, because they were probably MADE in the soviet era, but I'm fairly certain the game is set fairly close to present day.
  9. A way around that is to have more randomized location spawning for people with character data already in the hive (meaning you aren't starting a new character). The spawning for a player with no location data but character data in the hive could spawn you anywhere essentially (barring the middle of cities and towns and such, and probably avoiding the beach). This would prevent people from being able to camp for people with geared characters. However, the more complicated this idea gets, the less it sounds like a good idea. Anyway, I must admit: I made that post before fully reading the rest of the posts made before mine (I only fully read the first one), so I missed the A-B-A idea. I could actually get behind that one, because I see little to no reason for a person to go from server A to server B and back to A again within a short period of time. Someone mentioned going back to server B if you need to rearm at a tent or whatever, but I don't think that is a situation that happens very often. However, the two situations that I listed in my original post are things that happen to me often enough that a 30 minute ban from the server would be a huge annoyance, especially since my friends and I only play on one server that we chose to be our home (unless that server isn't updated/ is down/ is full). The second idea I posted was meant to be in conjunction with the logout delay. I apologize for not clearly stating this in my original post. If you were able to stay safe for 30 or more seconds in your "hotbed" scenario for that long, then good on you. You can essentially do the same thing right now anyway, so your argument is invalid.
  10. That's just a not very good idea. So whenever someone logs in, they have to stay away from any area with zombies because they can't use their weapons to kill a zombie? That, or have to crawl very slowly around/through the zombies. And even then, you can still aggro zombies and would be screwed.
  11. So here is your solution applied to a non-cheating player: myself. -Login to my home server, where me and several friends store our important gear in our tents. -Get kicked due to high ping. -Realize I left Six Launcher open, which auto refreshes the server list every 30 seconds and causes my ping to skyrocket. -Launch my home server again, this time closing Six Launcher before getting in. -Can't log in for 30 minutes. Here's another situation: -Playing with friends -Find a bush to hide in and disconnect to the lobby so I can take a piss. -Come back 1 minute later. -Can't log in for 30 minutes. The time you have put (30 minutes) is simply too long. There are exponentially more legitimate disconnects (disconnecting so you can go afk for a few minutes or even seconds, etc) than there are disconnects for illegitimate (cheating) reasons. This solution would frustrate legitimate players far more often than actually stopping cheaters. I think that a simple disconnect timer would be quite sufficient (as long as they could somehow fix the duplication bug). For example, in your scenario where the people logged out to flank you, they would have had to stand still for anywhere between 20-30 seconds before they left the server, giving you plenty of time to realize what they were doing. Same with the scout who was providing information on your whereabouts. The disconnect timer would not only warn you as to their intentions, but also give you the chance to attack them before they could finish disconnecting. Of course, the people disconnecting would be able to interrupt the timer at any time to defend themselves, but you would have successfully prevented ghosting. Now, there are probably other solutions to this, and some of them will even be BETTER solutions, but this one would be a pretty simple one to implement, and would probably cut down on the number of ghosting incidents. A solution I favor though is this one: Have your character data stored in the hive (what you are wearing, what you are carrying, etc), but have your character's LOCATION saved on a per server basis. This would stop ghosting entirely. If you logged out of server A, and logged into server B, your character would be in a different spot, and moving your character on server B would not affect where your character is on server A.
  12. Hey guys! So I was watching some DayZ videos earlier today, and I felt the urge to begin writing a story of a survivor in DayZ. I took about an hour and a half to sit down, and begin loosely outlining the story and writing the first chapter. I'm going to post the first chapter here before I put any more work into it. I want to test out the reaction of the community before I decide to continue any further. If the community reaction is good, then there will be more chapters coming soon! Please note that this is a very rough draft, without ANY editing, and written right off the top of my head. If you find any errors or constructive criticism, feel free to leave it here! Hope you enjoy! Chapter I This is my story. The first thing I remember about those DayZ was pain. A lot of pain. I reached up and pressed my hand against my head, feeling dried blood just above my temple. The wound was clearly at least a day old, as the blood flaked off when I touched it, but it still hurt like hell. I remember looking around, trying to figure out where I was. I was on the shore, just a few hundred meters from a small town. I couldn't for the life of me remember how I had gotten here. What had happened to me? How had I gotten the wound on my head? The last thing I remembered was making dinner for Lily and myself. The news was on in the living room, something about an infectious outbreak of some new disease in Chernogorsk. Thankfully we lived in Berezino, far from Cherno, and the military would undoubtedly quarantine the whole area to contain the infection. I had to pull myself together though. I was in an unfamiliar area, with a head wound and memory loss. I had to find out where I was and try to get back home. I checked myself over for other wounds, but besides my head I was in perfect condition. I pulled my backpack off and began to rummage through it. All I had was a flashlight, some painkillers, and a medical bandage. Slinging my backpack over my shoulder again, I struck out toward the town, hoping to find someone to let me borrow their mobile phone. I could call Lily and have her take me to the hospital, and we could go from there. As I neared the town, I saw a road sign ahead of me and off to my left. I was in Komarovo, just west of Chernogorsk where the news had said the infectious outbreak was. I could see people in the street though, so obviously the infection had been confined to Cherno. I walked toward the nearest person and called out to them, waving my hand. Their head snapped toward me and I knew something was wrong. His face was covered in blood, and his skin was a sickly grey color. I felt numb with terror as the man charged toward me. I turned and ran as fast as I could into the woods nearby, hoping to shake him. I could hear his footsteps as he gave chase, all the while issuing bone chilling screams. Ahead of me I saw my chance to possibly lose him. The forest floor was thickly covered with brush, and I dove through it without hesitation, then changed direction and ran as fast as I could away from him. As I heard him crashing through the same brush I had just left, I decided to hide behind a particularly large tree. I was shaking with terror and adrenaline as I pressed my back up against the cool bark. I could hear him exit the brush, and hear his sounds of rage as he realized he had lost me. Finally, his footsteps receded into the distance as he headed back to Komarovo. I stealthily crept through the woods, following the man's trail. I had to know what the hell was going on. As I came to the edge of the forest, I dropped down and pressed myself as close to the ground as I could. I surveyed the small town for a good five minutes, noticing things that I hadn't before. The streets were littered with garbage and debris. Cars were demolished and burned. Windows on many of the houses were gone completely. And even more terrifying: the remnants of what looked to be a military quarantine. Military vehicles were spread throughout the town, but all were destroyed. The dead bodies of soldiers scattered the area. Could these people and the man who chased me be infected with whatever had hit Cherno? If so, what kind of disease could turn a person into what that man had become? No matter what the answers to my questions were, one thing was certain: I had to get into the town. My throat was parched; my tongue so dry that I couldn't bring up enough spit to wet it. My stomach growled at me as if to tell me that it too needed immediate attention. It was already getting dark, so I decided to wait for nightfall before I made my way in. Hopefully darkness would provide me with enough cover to get in and out without being seen. As the sun finally set below the horizon, I began my slow crawl from the woods to the town. Infected people were everywhere, and it was fairly easy to identify where they were in the dark. The infected made sounds like they were growling and choking on their own blood at the same time. Even so, I couldn't help but get goosebumps and start to shake whenever I heard that gargling noise right above my head. After about an hour, I was finally inside the town. I crawled from house to house, trying to find an open building. Finally, I found one, and I quickly snuck inside, closing the door softly behind me. Empty tin cans littered the floor inside the home. I searched from room to room, and was about to give up until something caught my eye in the dark: an axe. The edge shone softly in the muted light coming through the window. I picked it up and tested the edge with my thumb. It was still pretty sharp, and should serve me well in case I attracted the attention of any more infected. I found nothing else of any value inside the town, so I decided to leave, and begin my 200 kilometer trek back to Berezino. I moved quietly through the streets, crouching now instead of crawling since I had the axe to protect myself. My biggest obstacle was finding food and water. Dehydration would probably kill me before any of the infected could. Finally outside of the town, I noticed a gas station along the road to Cherno. I decided to check it out, hoping that I could find something to eat and drink. My efforts were rewarded with some Pepsi and can of beans. I popped open the Pepsi and gulped it down, wetting my dry mouth and immediately feeling better. The can of beans proved more difficult, and I ended up using my axe to cut open the top and scooped the beans through the hole with my fingers, eating every last bean. Feeling newly invigorated, I hefted my axe and started toward Cherno, the source of the infection, and my best chance for finding more supplies, and hopefully other people.
  13. Absolutely. There are going to be many people who write their own stories about DayZ, and I think every story will add to this community, so go for it!
  14. Good on you man. I don't shoot on sight either, and there have been several times where this has gotten me killed. But honestly, I feel better NOT falling to those people's level. I am more likely to try to help someone than to try to kill them (unless they shoot first, and then it's just self defense).
  15. Not going to lie, this made me lol.
  16. Thanks, I'm glad you liked it :) Unless that was sarcasm, and then I don't know what to say.
  17. lamesaint

    Day Z Urban Legends

    Holy crap. I don't ever want to go to Green Mountain now. I'll avoid that place for the rest of my DayZ.
  18. I disagree with EVERYTHING that you have said. You sound like a whiny little baby to me, but I will try my best to address you as an adult, so here it goes. I have kept my characters alive for VERY long times, and on highly populated servers. I stay alive because I know how to play well. I also avoid PKing, just like you, but the difference is that I know how to survive without getting shot, even by snipers. Also, snipers are not griefing, and the architecture is not flawed. The DayZ world was built to allow players to play ANY WAY THEY WANT, which is exactly what it does. Sounds like it is working perfectly as intended to me. If you don't like the way the game plays (including having lots of sniper rifles and military grade weapons) then go back to playing MineZ. I haven't read a single suggestion you have made that has sounded good.
  19. I agree with most everything you said, except for a few things. Let's not forget that this IS a game. Not everything is going to be realistic. If you were expecting realism, why are you not complaining about the hud? Or the fact that you can die and respawn with a new character? These are all things that are not realistic, but realism needs to be suspended sometimes to make a good game. The "teleporting infected" thing is obviously not intended. This is a side affect of the server handing off infected pathing to your client when you aggro an infected, and then your client reporting back to the server where the infected is, which direction it is moving and what it is doing. At the moment, it would be too taxing on servers if the server had to handle all of that information for every single player. Be patient; the devs know it is a problem and will deal with it when they can, but it won't be a simple fix. Lastly, it is true that infected do head toward where you are. The infected AI is programmed with a propensity to wander in a player's direction even if they are standing/ crouching/ laying still, as long as they are within a certain distance of them. This was probably included for several reasons: 1) to make it scarier/ harder to make your way through a town; 2) to make sure people can't just go afk/ camp in spots in towns (other than areas that infected either don't spawn or don't go on their own, e.g. rooftops); and 3) to make the game more thrilling/ terrifying or whatever.
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