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Everything posted by airfell
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Zelenogorsk was my "home" back in the mod. Still makes me all warm inside to go back. I like the changes.
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I've had a thread on this long before SA came into alpha, but I'm reviving the idea taking peoples posts in to consideration in this new suggestion. The old thread can be found here: http://forums.dayzgame.com/index.php?/topic/147581-sasuggestion-dont-show-server-populations/ Preface: To me, one of the biggest thirlls of DayZ is heading into the unknown. Being able to see how many people are on a server before you join lets you choose your playstyle way too much, and hitting "P" to see the list kills it even more. In my last thread, many people didn't like the idea of being completely blind to server pops. I can see that, however the idea of jumping in an empty to gear up then a full to KoS or PvP kills the game in a big way as well. My fix leaves the option to "choose your playstyle" yet you never completely know for certain how many your dealing with. The fix: I do a bit of database programming(in school), but I'm going to post this in heavy psudo-code as its the best way I know how to explain. Most should be able to understand it clearly though. If servers where to run this function once an hour to update the GUI in the server browser, and possibly update the "P" portion of the GUI in game so people can see if things have changed. I'm sure the hive is strong enough to update more often, but thats beyond me. The pseudo-Code: CurrentUsers = current online users CurrentServers = current online servers EmptyServers = online servers with 0 population LockedServers = online servers with password Servers = CurrentServers - (EmptyServers + LockedServers) Average = CurrentUsers/Servers If LocalServerPopulation < Average * 1.5 than ServerPopulation = High Population If LocalServerPopulation > Average * .5 than ServerPopulation = Low Population If LocalServerPopulation is < (HighPopulation) or > (Low Population) than ServerPopulation = Medium Population #after that something like In GUI show string ServerPopulation What this does: This calls the current online servers and users, removes completely empty servers and password protected servers from the calculations, then averages them. After it averages them, it would take the average and anything %150 above the average would be considered high, anything below %50 would be low, and anything inbetween would be medium. This way, people would still be able to choose their game (pvp in high, loot in low, ect...) yet still have the element of the unknown, which in the zombie apoc would be the case. Example: To come up with some reasonable numbers to use: there are currently about 600 servers online on gametracker https://www.gametracker.com/search/dayz/US/?searchipp=50#search DayZ SA has sold 1576948 copies, divide that by 24 time zones and 7 days a week (I dunno, it just makes sense to me right now) we have an average of 15.6 users per server. If that was the current average, high pop would be 23.4 or more users; low pop would be 7.8 users or less. Mid pop would be anywhere in between. Kind of a wide number for mid, but this is just a suggestion that could be altered. Disclaimer: Before I get flamed for crap code, this is pseudo code, how I personally plan out things before I actually sit down to write anything. Its meant to be understood by people this way, not machines or used as an actual program. Please excuse. Thoughts? Edited for crap spelling.
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I think they did a good job on the audio, sounds like a .22
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This.
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Well, due to the community being all over the place on this issue, let me post a question... When choosing a server, how many current users do you want? and why?
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Hunting snipers in Cherno! (I got very lucky, a lot of times)
airfell replied to Tovervlag's topic in Gallery
hold breath key when shooting -
In terms of "Wellies" as they call them yes, we should wear our pants inside. I don't know about you, but if I was to walk into a pond with rubber boots on, I'd like to keep my pants and feet dry. Related: Found this looking for boots
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Sorry to necro a post, I used to search function :P But no, those aren't manually added by players, however I have no clue how they find them. I was wanting to do something similar, however I don't know where they get the data from. Anyone out there know?
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I'm just using standard paint.net and a few google image searches of "folded paper", "torn paper" ect... thankyou though. Its something to do
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I've got a problem. And admitting it is the first step. (So I'm told) I'll hold up on making more of these for awhile... after I've gathered some better in game screens worth using. Edit: added another. I'm gonna make a wallpaper package in a separate thread when I get a substancial amount.
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Thats when you go hunt them down. If you've seen someone with it at least you have a vague idea of where it may be. Mission accepted! Sure, lots of cars. Just not gas :(
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I agree. The kiddies here buy a knowingly difficult game, and then fight tooth and nail to make it easier every step of the way. IMO its not about "whats good for the player", its "whats good for the game." During the mod we saw DayZ rise to power on the hive, then all these Start with assault rifle, 1500 cars, 58 heli, ect... servers come up, thus removing DayZ from the game. 1 chopper per server, w/side guns is good. Yes, it should be hard to maintain. Yes it should be hard to find fuel. Yes it should be hard to find ammo for the guns. Yes it should be succeptible to small arms fire. During the mod days, we had appointed pilots in my group. If they weren't logged in, we didn't fly. This isn't BattleField, flying isn't hard... but it isn't easy either.
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I foresee many "hoe" jokes in the future
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10 hours played havent seen a gun or food
airfell replied to ekanomikz's topic in General Discussion
Google is your friend. -
not knowing is 1/2 the fun!
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With much respect, I still don't see the hoarding as a problem. Yeah, servers go dry with vehicles from the hiding. People like me and mine enjoy hunting those bases down. We spent about a month on a server hunting down a base against a much larger rival group, used their flight patterns and areas of activity to eventually single them out. At first we found they were flying way out of their way and then moving to the target to misdirect, but as we got closer we found the base through proper tracking. Eventually three of us made a coordinated plan to infiltrate their base. One came in from the east, another the west, and I from the south. I'm pretty sure I crawled for at least an hour before getting in visual range of the base. One of my buddies lost his cool and opened fire on one of them (around 5 enemies there), which not only alterted them (obviously) but got him shot down immediatly. At that point the plan was sprung, so I ran in, jumped in a chopper to steal it, they broke something on the heli with their gunfire and I lost control crashing it into a few of their cars. My last buddy was position near the "exit" of the base and took out a couple of them leaving in cars until he too was gunned down. In the end all died on both sides except 2 (enemy) but about 90% of their stash of vehics was destroyed or heavily damaged. Was fun times. (was going to link screens, but steam is being slow, so this is just the ARMA II gallery. They're somewhere in there.) http://steamcommunity.com/id/Airfell/screenshots/?appid=33930&sort=newestfirst&browsefilter=myfiles&view=imagewall The moral here is that this is DayZ, people will horde anything they can, but people will find anything that is hidden... eventually. Its the most epic version of hide and go seek.
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There are a couple reasons this makes me sad: 1. I personally don't care to have a chopper, but the group I play with having a chopper is our form of "end game"... the epic quest. I remember when we finally got one in the mod it was awesome... until we found our "quest" had pretty much ended and had a large now what moment. In the end it was just a quick way to retrieve and regear fallen members of the squad. 2. The effect of hearing a chopper nearing. The FEAR... run and take cover hoping its passengers didn't see you. I'll never forget riding on a moto in Tavi when a chopper found us and took chase through the streets of Sabina. They shot us dead after a good 2 or 3 min of swerving heading for the tunnel. Thrills... not even mad from a death like that.
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Not a building per-se, but a constantly burning tire fire would be cool.
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Should Physical Player Improvements For Surviving Long Periods Of Time Be Implamented?
airfell replied to leefriendfield's topic in General Discussion
IMO if there were any added skills it should be passive things like resistance to disease (adapting to bad food/water) and infection (immune system strengthening). Possibly getting more nutrition out of foods too. -
Suitcases, Shoulder Bags, Duffel Bags and Stashes
airfell replied to Draco122's topic in Suggestions
Yes! I could use a fannypack to match my purple running shoes and pink beanie. Really though I'd trade one of the primary slots (gun or axe, don't care) for the extra storage of a shoulder slung bag. -
Punishment for Server Hopping has to seperate disconnects and server switching
airfell replied to Spamsel's topic in Troubleshooting
Sounds like latency. I have this issue occasionally during the evening when local network traffic is heavy. -
Zelenogorsk is probably my favorite city right now. I really like the new layout they gave it for SA.
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Survey: How many of you played the Mod or ArmaII/III?
airfell replied to airfell's topic in General Discussion
My group and I has some amazing times in Tavi. Long story short we found a server that two big gaming clans used for GvG combat on each island... we were the guerrillas. 3 of us vs. at least 15 in each other team. -
Cars do make it feel smaller, Heli's make it feel really f'n small, however the C130 makes it feel tiny.
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I'm sure thats what the noobkillers do. Not what I do- the point is that its an easy possiblity. I'm of the opinion that those who play the game that way are in the wrong game entirely. The would probably have much more fun in the Wasteland mod of Arma II/III which is close to the DayZ feel but without zombies and for PvP. As for "forcing what I like on others" - Since tone of voice is lost on the internet, I'm not sure if you're for or against the OP. The way I see it, those that want to play a Zombie Apoc sim would most likely be into the suggestion as it raises the thrill via uncertainty. On "The Walking Dead" you don't hear Rick and friends saying, "oh, there's 40 people in this county, lets move on to an empty county for gear." The best they would be able to get is "this area seems safe" or "this area seems unsafe" ect... In a game based on realism...