Mikeloeven (DayZ)
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3RD Party Fan Made Texture Packs instead of DLC
Mikeloeven (DayZ) posted a topic in DayZ Mod General Discussion
I was wondering since in many games you frequently see custom high resolution texture mods. i am curious to know if anyone has made one for Dayz that replaces the DLC model textures with non copyrighted fan made textures eliminating the need for the DLC -
In dayz standalone the player may kill themselves if they have a weapon on them/ this is needed in the mod as well expecially since the respawn menue was disabled. there are many scenarios where when the server is using paradrop spawning that the player can land well outside the map boundries or worse on maps like lingor they can land in the middle of a vast ocean where it is impossible to orient and locate land. in these situations the game becomes unplayable untill the server administrator kills the player manually or the player eventually starves to death. in the event of landing in the ocean the player would most likley drown or go hypothermic alot more rapidly but unfortunatly this mechanic seems to be sluggish and you end up wasting hours of your time in the middle of the ocean or in debugland which arent even technically part of the game map with no recource to force a proper respawn. abuse potential aside this is a very real and very persisitant problem
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Respawned loot not being rendered on the client
Mikeloeven (DayZ) posted a topic in DayZ Mod Troubleshooting
I want to report an issue involving loot respawning. it appears that respawning loot is not being updated or rendered client side. this doesent effect all buildings but some buildings once looted will not appear to regenerate their loot spawns dispite walking to another town and comming back. the reason i belive this is a client desync issue is that if you walk to another town and come back to the looted building if you log off and log back onto the server inside the building the loot will instantly regenerate. this leads me to belive that the loot is respawning server side however something is preventing the client from being updated and rendering the new loot untill the mission is redownloaded -
A better combat logging solution
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
huh strange i didn't realise that this was a optional server plugin because of how prevelant it is? -
A better combat logging solution
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
Adding a warning saying "This form is to be used ONLY for reporting objectionable content and is not to be used as a method of communicating with moderators for other reasons." seems to go against your suggestion of using the report button. There should be some clarification here since a misplaced post is not really in the objectionable/offensive catagory. but the mechanic i speak of is refered to combat logging but it actually means someone who terminates their arma process in order to escape a threatening situation in the game. The combination of a delay timer in the loggout button and the 10 minute delay upon logging back into the game is really un needed and doesent actually attack the root of the problem, which is the fact that combat logging in the dayz mod instantly makes your character dissapear so regardless of what kind of penalty there is unless the quick escape mechanic is rendered inert it will be a continued issue. imposing timer based unconcious penalties on players is just a really bad implimentation using a cudgle where a simply keeping the players character ingame for a set period of time after closing the client lets nature take it's course and prevents the combat logging exploit from occuring in the first place it also eliminates the unconcious timer for players who are kicked or caught in a server restart -
A better combat logging solution
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
Currently the combat logging system is implimented as an obnoxious delay system that punishes players for retarded things like server restarts or disconnecting battleye kicks plus applies a 10 minute timer when the player logs in. this system doesent work and never has especially since anyone can bypass all the timers in the world by Xing the game window. my proposal is to apply the combat logging penalty RIGHT!! the simple fact remains that all the safe guards are designed to prevent a player from doing this and than punish them the next time they log in which doesent work. my solution to the combat logging is a transparent system that stripps away the pointless timers with a much simpler system. since a users character data is server side it would be a much simpler mechanic apply the penalty timer on logout rather than login. essentially the server will start a 5 minute timer when the player closes the client in which there character will persist in their last location and not dissapear untill that timer expires. this essentally means that if a player combat logs their character will not disapear but rather remain standing where it was completely helpless for 5 minutes. This not only allows the attacker plenty of time to kill and loot the player but it also means that a player who was kicked or disconected durring the combat timer but who is not actually being targeted by a zombie will not have a 10 minute penalty when logging back in however the zombies may have eaten him durring the reconnection. essentially you eliminate attractiveness of combat logging by keeping the avatar active so that the potential combat logger knows that logging out is a 100% gaurenteed death if your in a bad position rather than a easy out for people who dont mind the timers -
Please Delete This Post As it was in the Wrong Section and Meant for the Arma II Mod
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Idea to improve survival odds
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
if thats your way of thinking any survival kit from any vehicles would probably have a hunting knife which can be used as a weapon and those mag lights are really freaking common you can get them at any wal mart also you have no right to say that it makes sense to start with nothing untill survivors are given unarmed punches otherwise realism is tossed out the window because a single zombie can be fended off fairly eaisly and any survivor could easily pick up a stick or tree branch off the ground and deal a killing blow. in all starting with some kind of weapon or at least allowing improvised weaponry is nesicary otherwise you end up with a pointless handicap due entirely to a limitation of the game engine rather than a balanced realistic simulation -
i have a simple idea for starter gear that will fix the obvious flaw of players not being able to fend off a single zombie due to lack of unarmed attacks. get rid of the cheesy yellow flashlight and replace it with one of those long handled mag lights used by police officers. this will allow a viable melee attack with the flashlight while not particularly powerful it can provide a basic means of defense against a solitary zed. it would also be balanced and realistic starter gear.
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not true the purpose of a .50 was never to snipe humans but rather to snipe engine blocks disabling vehicles for bandit ambushes and such. in Dayz they are very useful to support roadblocks when a driver attempts to flee around the obstical
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SVD Camouflage vs M40A3 Camouflage.
Mikeloeven (DayZ) replied to LancerG2's topic in DayZ Mod General Discussion
i have to say neither personally the VSS Vintorez beats almoast all the other snipers while it lacks in accuracy at extreme range you can still hit anything with in a 500m radius fairly eaisly and the integrated silencer provides far better camoflague than fancy cloth tassles in a game like dayz. but this may be specific to EPOC servers not sure if it spawns in vanilla. -
Allow chat and voice while incapacitated Teamspeak renders this pointless and unfair to unaffiliated players.
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
@ enforcer Disabling keys ingame is not what he was suggesting. he was suggesting globally locking the keyboard meaning you could not even alt-tab to another window or force terminate the client. imagine if the game glitched out after all it is ARMA based you would be effectivally locked out of your entire computer system untill you hard booted loosing any other open windows in the background. but you would realise this if you had bothered to actually read -
Allow chat and voice while incapacitated Teamspeak renders this pointless and unfair to unaffiliated players.
Mikeloeven (DayZ) replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
to be honest getting rid of the unconcious muting is the best solution because it evens the playing field and first and formost dayz is a game so realism is bendable additionally anyone could just run TS in sandboxie and the memory isolation would prevent any plugin from even knowing it is running and also block any attempt at memory injection that would disable Ts as for disabling all keyboard that would be borderline illegal as it would prevent a user from controlling their computer without their permission. this kinds of shit is the terratory of viruses and malware GTFO. instead of looking for new and improved ways to fuck people over just even the playing field by removing the feature that 90% of people dislike -
Allow chat and voice while incapacitated Teamspeak renders this pointless and unfair to unaffiliated players.
Mikeloeven (DayZ) posted a topic in DayZ Mod Suggestions
Any clan or regular on a dayz server WILL have teamspeak mumble or some other voip client. and i mean WILL not might. i personally belive that it is no longer viable or even fair to disable chat and voice when a player is knocked unconcious. this current implimentation simply doesent prevent people from calling for help if they have a voice client and provides a unfair handicap to players that do not have said client eg new players on a server or those unaffiliated with a clan. -
Add physics to wrecked vehicles on the road to reduce colision damage
Mikeloeven (DayZ) posted a topic in DayZ Mod Suggestions
Large trucks and military vehicles should not suddenly stop if they hit a wreck nor should they take the same damage they would if they hit a solid wall. please add physics to the wrecks so that they can be pushed out of the way by large vehicles while reducing colision damage.