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Everything posted by semipr0
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Man the day I have to care about this kind of thing is the day I chew a bullet and check out. Let me correct your list from your position. 1.) There are some awesome places in DayZ that noobs don't know about cause they don't know what the hell was there and what wasn't pre-SA. Most veterans of the mod know Chernarus upside down and backwards and they can not just tell you whats new...they can tell you whats no longer there too. 2.) Another such place is OH PRETTY MUCH EVERYWHERE YOU JUST GOTTA GO LOOK. Hell, theres new stuff EVERYWHERE...I should know...I've walked all over the damn map and seen just about all of it. 3.) Anything that puts less focus on Balota is awesome, unfortunately its where most people, like you, tend to go for the low hanging fruit. Did ya know theres a military base north of the North East Airfield? I bet that you didn't. I'm not going to tell you where it is though. Far as my assumptions go, I've already explained what my point is.
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How will flying work? Simulator or Arcade?
semipr0 replied to DayzForumer's topic in General Discussion
Going to go out on a limb here and say that as much as Dean might want to make it even more realistic the Arma engine they're using is pretty circumscribed when it comes to vehicles and I wouldn't expect anything new on that front. But I also do not expect to see the addition of military grade aircraft either. I think by the time the SA gets into beta mode, the M4 we're all getting so used to is going to be a rarer military loot and most of us are going to be using farm/residential civilian weaponry with far more commonality, so I simply don't think we're going to be seeing UH1Y's and fully operational mobile infantry vehicles. That stuff is mostly Arma's area, DayZ is a different kind of game and I expect we'll see that reflected in the vehicles we'll eventually have. But suffice it to say a working bicycle, in where Dean's mind appears to be going, would probably be a bit of a luxury. -
Comparatively though can openers at least work. IV Kits at this time do not appear to work in any combination with blood bag kits and/or saline bags and I'm not entirely sure why. Suffice it to say a rare item that functions is far better than toting a backpack full of pseudo rare items that currently appear to have their interoperability turned off for unknown reasons.
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Yeah you responded before my edit. No fireaxe is an easy thing to make a call on, course looking like a scrub is an easy way to bait people into thinking you're friendly when you're actually not. I mean seriously we were doing that two years ago, its not like its a new idea either. And again I'm not grasping at anything. I'm simply countering your opinion with one that disagrees with you and laughing my ass off every time you respond because you seem to feel that in some weird version of reality that because you think you're right everyone else should shut the fuck up. And thats not how things work sunshine. Am I being a bit of an ass? Oh yes most definitely, but I'm only using a magnifying glass on your own statements here and being a bigger ass than you to try to get you to see the point of it. Seems to be evading you so far good Doctor. Take two Clueprozine and call me in the morning. I'll just leave these here for you.
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That was totally me. I'm totally framing Doctor Zed for it too.
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I'm not friends with Ryzoh, I'm not friends with any of these people. Most of them are people that made my life a living hell while running servers for this damn game and my hostility in general reflects my overall DILLIGAF attitude that was spawned from dealing with people like you and them and everyone else in general. Second of all, you straight up said your "ulterior motive" in your original post. You then go on to defend yourself that you're posting simply to share information with people as if you somehow think that at least 100,000 other people haven't found those buildings long before you and had moved on to greener pastures and/or somewhere further away from the COD noob parade. And oh look you provided us with a screen shot. There you are coming up from the southwest, probably after having spent a few hours randomly murdering people/server hopping for loot in Balota, I'll correct one of my previous statements to say that you are willing to walk ALMOST a klick to fire off your toy gun and feel like a badass, as evidenced by where you are and where you obviously came from. Something else I'll point out? You're not carrying an axe, cause...you don't need one. I bet your ammo count is an interesting thing to see. Whatcha running on there? 450 rounds of 5.56 ammo loaded into 4 Linked C-Mags? I guess you don't need an axe when you've got that much ammo to burn. Good thing ammunition spawns so commonly right?....RIGHT?
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At this point you're just arguing to try to be right but the simple facts are someone told you they weren't interested and you gave them a general "U PROBLY SUK" response with a few more syllables. Keep trying to twist away from that and I'll keep rubbing your nose back in it Sparky. I don't give a damn what you think I'm assuming or what you think invalidates my opinion. You invalidated anything you said after answering Ryzoh. My argument hinges on nothing, it makes a fairly common assumption that you're a lazy bottom feeder that doesn't want to have to walk more than a klick to pop off your little toy gun and feel like a badass. Don't like that opinion? I don't much give a damn, the assumptions in this thread started with your completely internet atypical response to Ryzoh. Protip: Open mouth after using brain first. Works better.
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I think a key point of this discussion is being missed. Tents for storage is a Mod consideration. Its expectation of mod functionality from the Stand-Alone. What I expect from tents is shelter from the elements...and I also expect elements that we need to shelter from. Ergo....wandering around without proper clothing during a snowstorm...you get the idea. Tents for "storage" are kind of a secondary point in the primary survival concern. Cause survival and hoarding are two very different things, tents for storage supports hoarding, tents for shelter supports survival. I would rather see the ability to bury small caches of supplies than yet another situation in of which servers get overrun with tent placements for the simple purposes of stacking up loot in them. In a true atmosphere of survival hoarding is a simple impossibility because you can only guarantee that you will ever have what you can carry cause all it takes to lose your hoard is a few people that know about it that are more capable in keeping you away from it, than you are in keeping them away from it. I'd rather see tents as a backpack upgrade which simply allows for weather shelter and perhaps minor sleep healing than seeing tents used for storage at all.
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I'm sorry but your arguments about enjoying the experience and immersion completely pale in the blatant usage of dick measuring veribiage here when someone simply said they're here to survive, not to PVP....which, news flash, surviving is part of the journey and the immersion. Sitting around in a military spawn waiting for people to show up....I guess thats part of the journey too though the most difficult part of it is probably hitting the log out button and choosing a new server to check for loot spawns. Also its not as if anyone that knows Chernarus like the back of their hand which almost every long term Arma 2/DayZ player does hasn't noticed theres a few new things out there. It a little hard to miss that residential center you're haunting if you happen to have spawned at either Balota or Chernogorosk at least once. I've been on a journey since the last hive wipe and I have yet to die, probably because I actually am on a journey...and not just sitting around waiting for a bullet with my name on it to show up.
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I was wondering how long it would be before the OP tossed down the "U SUK" card. Listen...frankenface, PVP is all well and good but DayZ wasn't designed to be played YOUR WAY AND ONLY YOUR WAY. So if a guy wants to go around your secret loot spot that you're more than likely server hopping from server to server at to gear out...then fine, thats cool. If you want some PVP how about you stop server hopping and start looking for people. Sounds to me like you just want noobs delivered to your gun barrel. Lazy much?
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So I've been doing my usual long ranging in the north of Chernarus and I have to say I am very jazzed by what I'm seeing. Starting from the furthest south that matters; 1.) The broken Rifty Tanker is a great new addition replacing the beached fishing ship from the mod, I'm also very impressed by the tidal swamp redesign of that area, the design team really really did themselves proud redeveloping that little area and making it seem a lot more real. 2.) Guba Bay is now apparently going to be a shipping town at the very least (totally makes sense, I added something very similar but far more limited in my server pbo for my DayZ mod server), I really like that addition because it makes complete sense. Obviously its hardly finished yet but it already looks quite good. 3.) I count predeveloped space for at least two more cities in the far north, and around 8 - 10 villages and an undetermined amount of small military outposts, this is rather fantastic news in and of itself and I can't wait to see their additions. Now with that said...there are a few problems that I don't quite get. 1.) Western Chernarus has been substantially redeveloped with multiple military and industrial placements that were not there in the mod...this is more or less fine unless we consider the next couple of points. 2. The Central corridor of Chernarus between Chernogorosk and Elektrovodosk...going all the way north has an extremely low loot value or comparatively no loot value in comparison to the Western north corridor. This could be easily addressed with minor military emplacements at logical points...you all know Chernarus as well as anyone so I don't need to tell you where to put them (and no I'm not saying re-arm Stary). 3. The South-East approach in Chernarus is nearly worthless at this time with a serious lack of need for industrial loot spawns. Everything from Skalisty to Berezino is more or less virtually worthless because everything there can be gotten with better access to other loot types in other parts of the map. 4. Perhaps the most concerning element here is with the substantial redevelopment of the northern part of Chernarus, it kind of makes one wonder where players will eventually be able to bunker down at given as a lot of the old open and less traveled places are going to see a lot more foot traffic, I'm going to simply assume, for now, that there are plans to ensure that what is going to be implemented in that area is going to be a system in of which the culling of available open space to add content will not hamper the players ability to settle down somewhere and "survive" there. Some suggestions for adjustment: 1. Central north corridor needs some distributed small military checkpoints and/or crashed military vechicles with medium value mil loot. There is plenty of residential up through this central area and a fair amount of industrial as well so its not really all that bad other than the inability to at least get survival level weaponry (I understand this may change as more residential level weaponry is introduced but its still something of a balance issue). 2. Skalisty is, and always has been, other than for what modders did with it, an underdeveloped shame. But the Tulga/Three Valleys/Msta/Staroye/Rog area is one of the biggest underdeveloped shames of the entire Chernarus map. I'm not saying slap a city into the middle of it but it could definitely use some heavy deerstand love once deerstands actually have anything in them. 3. Eastern Factory....this should have a firehouse at the very least. If not a small military outpost...it was a large industrial center after all, you'd think it would at least be in someones best interests to make sure it didn't catch on fire. 4. Berezino...this is a huge naval/industrial center. Yet it has absolutely zero military presence and again, not even a firestation, a city with enough people in it to need at least two grocery stores (technically it needs three given its total land area and industrial workforce, but thats another debate)...you'd think there would at least be one firestation. And there is absolutely no reason that naval/shipping center shouldn't have some level of military presence at it I mean seriously that naval yard is gigantic (in game scale terms at least), the fact that there was apparently no one but the occasional random security guard guarding it all is kinda not believable. Its kind of funny that the large industrial building was added to this town...when it already had about 40 or so individual industrial spawns of various value, but no one on the design team even thought that a firestation (on some of the flattest terrain in Chernarus btw) was an essential part of this towns infrastructure. 5. Firestations, again are kind of a key infrastructual element, not just for cities but for collections of villages. Theres really no where in the semi-civlized world where you can find a good sized collection of small towns that doesn't have some kind of regional or county fire department that is responsible for all the little villages in the area. There should definitely be more firestations distributed all around Chernarus, not just in key cities but some of them should just be set up as midpoint stations between the various smaller towns and villages because from an infrastructual point of view these are key services that should have been in place long before things went downhill The fact that you can count how many firestations there are on Chernarus in its entirety on one hand is a very definite infrastructual design oversight. 6. Police stations....kinda missing in Chernarus, would also be key infrastructual services which could provide medium grade military loot opportunities all over the map but they've just simply never been part of Chernarus at all. TLDR: Map balance can be easily addressed by beefing up a few key areas with military additions and then adding some minor and logical infrastructual elements that should be out there that simply never were. But that aside the potential future of the northern part of Chernarus looks relatively promising.
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Its not really a case of "worthless" all the areas have some level of worth, its just a very definite case that the western side of Chernarus provides better access to all required survival materials than anywhere else on the map. Western Chernarus going from Balota (Mil/Resi/Ind), to the military base at Pavlovo (Mil/Med/Resi/Ind) to Zelengorosk (Mil/Med/Resi/Ind), up to Green Mountain (Mil/Med), Putoshka (Resi/Ind), East Vybor Military Outpost and Vybor (Mil/Resi/Ind) and the NW Airfield (Mil/Med/Ind/Resi). And even NW of Lopatino theres the end of the northern rail system which is guaranteed to have a good mix of Resi/Ind at the very least. Thats a pretty insanely high value corridor as compared to everything else on the map. Its not just about how many guns you can get and how much ammo there is its the fact that there are that many military resource on top of how prevalent food, water, medical supplies, eventually industrial parts and of course everything else you can get just about everywhere else. If we were to look at this on a percentage value the western north corridor of Chernarus is at 100% capacity, it has everything. Whereas the central corridor and the eastern highway are literally operating at 30% of capacity. Overall I'm not saying that adding more is the only option, I would personally have placed the East Vybor Military base at Pop Ivan, the Pavlovo Military base would have made more sense at Shakova or Dolina. Just moving these two assets alone would have distributed points of military loot that allowed the three corridors to be a little less disparate in their worth. Right now Chernarus is Military heavy West/Residential heavy Central/Industrial heavy East....this kind of says...well if you want X you need to go to Y...but that just doesn't actually work when Z has everything that a survivor could want or need at all. Theres no point to traveling up the north east highway because the western route supplies everything it has and more. Same with the central corridor in comparison. So if you want Chernarus to kinda be a COD server where everyones pretty much in the same area shooting each other in the face then yeah the current design supports that. (Balota...being of course the lowest hanging fruit on the tree is a horrendous example of how this is actually kinda working out here in the early alpha.) Whereas a distributed level of loot value across the entire map with a better categorical spread in each section means people kinda run into each other more naturally because they can go more or less anywhere they want and they're still going to be getting relatively equal chances at survival critical equipment.
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Connecting to the same server on the same network?
semipr0 replied to Aeoneth's topic in General Discussion
Yeah it is a problem that seems limited to the Linksys set of WRT54 model routers. My wife and I have had this issue with Arma 2, Arma 3 and of course now the DayZ SA and its never been something that can be resolved. I spent a lot of time with BIS Tech support trying to find a useful resolution and the only resolution seems to be to replace my hardware. I may eventually do that, routers aren't super expensive after all, but its kind of annoying that the BIS based engine games are the only games my wife and I cannot play together due to this router. That would indicate to me that the problem is actually the software not the hardware but I don't really think BIS cares that one fairly common home router doesn't work effectively with their games. -
Hive System - People are already server hopping
semipr0 replied to mercules's topic in General Discussion
Ghosts are the lowest form of life in DayZ with the possible exception of combat loggers. Its always been a problem with the single hive architecture though. When you can just hop through a dimensional portal and end up in the same place, there is very little point to actually utilizing the entiriety of the map to search for gear all you need to do is get to one place that has a good cross section of everything you'll need, like...Zelenogorosk in the SA, which has military, residential and industrial spawns all within about 100m of each other and you're all set. Hop through low pop servers to gear up and...well overall you're pretty much done with the game at least in the current state of the SA. Now that kinda sucks but the real problem with ghosting isn't the people cheaping it up by grubbing up all the good gear from server to server, eventually the real problem with ghosting means there is no actual place of semi-security that you can fall back to or use as a base that cannot be infiltrated and invaded by someone who will simply see that you're stacked up in say....the big industrial at Berezino, with a few friends covering the outside approach..and all they have to do is get close enough to see that, get an idea of where people are keeping watch, then they just hop to another server, enter the big industrial where there are no defenders whatsoever, hide under the staircase or something or in a good position on one of the floors where the defenders were last know to be, log in to the original server and immediately have the tactical advantage of surprise because no one was immediately expecting a threat from inside the building. Its the cheapest and easiest way to win a fight in a central hive experience when it comes to a building you know is defended. The only fix I've ever really considered for this problem is to timestamp a player record on connection and disconnection, and disallow fast reconnections to multiple servers. This removes a bit of freedom from the player but its the only way to keep people from just avoiding having to play the game as intended by simply abusing the "Long Earth" nature of Chernarus in a main hive multi-server environment. Effectively the only way to stop it is simply to disallow it by limiting server switching based by login/logout timestamping, and serverID checks. If someone is exceeding a certain amount of server swaps in a proscribed time frame. Then if a player is falling under the predefined login checks in regards to timestamp and serverID history on their record, a progressively longer login delay or logout timer should be applied to their character. In simple terms, if I log on to say, US 1, and spend less than 600 seconds on that server, log out, then I login to US 2 and again I spend less than 600 seconds on that server, these things should be recorded to the Hive (and they are, given the amount of data you are pulling from the hive already) and its a simple case to simply block server access right at the loading screen with a delay timer that displays right over the character that says you have to wait X amount of minutes to join another game. Since mostly everyone will only have one character, this cuts down heavily on people taking the easy and cheesy method of gearing up and/or outflanking known enemy defenders because all it takes is a few simple checks when the client queries player data from the hive, on launch, to determine the key data needed to know if the player is a server hopper or a legitimate player. The hive most definitely knows the last serverID you played on when you start the DayZ client, so effectively all you have to do is force everyone back to the menu screen after server logout, and run a hive data check every time. If the Timestamp data for login/logout/serverID/PlayerPosition over the last X minutes of play doesn't match up...then simply enforce a login delay on the character which deactivates both the Play and Server browser buttons. This all by itself curb checks peoples capability to constantly ghost through the network and avoid playing the game...cause its really what they're doing, they're avoiding playing the game at all but still "winning" as it were and they'll always have a direct advantage against people playing the game as intended because they gear faster and they're a constant threat to anyone playing the game as intended because they can appear at any time that someone playing the game legitimately is trying to get access to high value loot and simply overpower them based on their constant and direct access to key military hardware that the non-ghosting player cannot get their hands on because of the hoppers in the first place. -
Thats just rabbits at the moment, they're rendered client side and yes they are semi-aggressive and make zombie sounds. I haven't found a good explanation for why that is. But its definitely a known factor.
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Getting stuck in doors is an hold Bohemia tradition. Somewhere out there in Bohemia land, theres a modeler that made some really badly scaled architectural models that have incredibly tight collision meshes and...nobody thought that was much of a problem. And here we are...years down the line and those very same meshes have the very same problems. The thing about st movement was that it ignored collisions. I tested it rather extensively and you were never so much moving over or past something as you were temporarily moving through it.
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Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
Its my duty as a consumer to distrust anyone trying to sell me something especially if I go into the arrangement knowing the product isn't completed. I don't trust the Fun Pimps either, I don't trust Chucklefish, I don't trust Doublefine...I definitely don't trust EA or Activision or Ubisoft or any of their subsidiaries. I've actually had a great amount of trust in Rocket over the last year and a half where I've watched most of my contemporaries fall into the camp of people that paint Dean as incompetent. Rocket's ability to be brutally honest about the state of his own game in public press during conventions alone has made me trust him. So when someone you trust turns around and says stuff like "oh yeah that security thing, we kinda forgot to remove some old stuff....no worries mate"...it makes you go...wait a second this is what I was trusting you to do in the first place. I'm a long time server admin for DayZ servers, I've been a fan of the mod since it was released and the hacks and security issues it had turned that into a severe love/hate relationship at best. But I trusted Rocket to have this subject in hand when the SA released and alpha or not, security has always been a key area of debate in regards to DayZ's future. Feel free to try to laugh my concerns off and minmalize them as "trolling" if you feel that wins you the argument cause to be honest I'm tried of having to reiterate the same points to you over and over and have you continually defend Rocket in auto-Fanboy mode. I trusted Rocket to deliver a game where the server can't be duped by the client into accepting data that isn't valid. Thats really all I wanted for my 30 dollars or the thousands I've spent over the last year and a half hosting servers. Hopefully this latest revision achieves that and I can finally feel like my "trust" in Dean Hall was valid. -
Run at a low obstacle and press V. Its already in there, and to be honest its far better animated than the st_bunnyhop...but that may be due to the SA models using the A3 standard and having more bones than the A2 skeleton did....the st_bunnyhop wasn't bad but the A2 skeleton really didn't have the bones for it to be anything but cosmetic. The jump in the SA feels a lot more natural...and definitely looks a lot more natural. No offense to Razor.
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Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
First of all in this day and age its the duty of an intelligent consumer to not trust developers and its the developers, et all, that have given us every reason to be critical of them and the state of the industry at large in general, but thats a topic for another discussion entirely. You ask how it makes Rocket "look bad" I'm not saying it makes Rocket look "bad" I'm saying it makes him look oblivious to the issues in of which the key tenants of the stand alone were built around. Which is, in fact, a direct impossibility given the amount of publicly available press that shows hes not just aware of it hes been more than willing to discuss it candidly and confidently state that their developmental work on the stand alone was built around understanding that increased security was a key point in the potential success of DayZ as a stand alone game as compared to a not for profit mod. Alpha or not, the first things you want to establish is what you've done better. In feature development I believe thats been readily demonstrated, in overall security, they dropped the ball and whether that was intentional or unintentional is completely irrelevant. The fact that the ball was dropped is what is patently ridiculous given how self aware and honestly critical Dean has been about the state of the game over the last year and a half of development. -
Do you have a WRT45G Linksys (Cisco) router? If so its an age old BIS netcode issue that they've never admitted to being their problem. My wife and I have never been able to play on the same server together going as far back as the early days of the DayZ mod for the exact same reasons you're describing, I pursued the issue for about 6 months on the BIS tech support forums to no resolution, the only real option BIS seemed to have for me was "you may need to buy a new router and see if it works after that." Suffice it to say after we both got the standalone we attempted to log on to the same server and got the exact same issue once again.
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Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
I have not stated they were a lie, what I stated was they were a major point of development conversation and the explanation from Dean is difficult to understand at best. The situation has gone from "we had security features turned off to help with initial launch stability" to "sometimes when you build a new architecture you sometimes forget to remove the old one". I have not at any point said Dean Hall is a liar, I'm not joining that crowd of people. The thread speaks for itself. -
Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
I don't have to assume anything, Rocket's directly acknowledged it, this entire thread is an acknowledgement of what was not assumed but established as fact...the post itself is supposedly promising the solution to said facts. Now if the solution works, great, but the credibility of the security should have never been in question, not after the mod and all the experience gained there and definitely not after spending a year and a half talking about how much more secure the stand alone would be because it would "have to be". -
Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
In the case of your example the door wasn't connected to the banks fancy new security system by "choice", but the actual infrastructual analysis shows that the door, whether connected to the fancy new security system or not is immaterial because the fancy new security system is basically just the same old system installed into a shiny new server rack. Metaphors really get us no where. The key point is you don't spend a year doing interviews addressing security concerns and then on day 2 post alpha release go "oh yeah we forgot about that...its totally in there man, we just forgot to remove some stuff." -
Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
I don't beleive I stated anything about sales figures, or the size of my genitalia. I maintain a code base for a project I've been working on for seven years and it is a publicly available project. Theres nothing else to say about the matter. Is it Battlefield 4? Or something which allows me to "preach from the mountain"? Uh...no, its not, but is this something that requires Moses level credibility to formulate and communicate an opinion on? I think not. We all know what was promised over the last year and a half and better security from the script injection based disruptions of server environments was on the table in every single discussion. You don't just "forget" that. -
Security Vulnerabilities fixed by Patch #2 and Character wipe
semipr0 replied to rocket's topic in News & Announcements
Heres my pro tip to you, don't expect me to reveal my curriculum vitae simply to establish some level of credibility with you because I don't frankly care what you assume about what I do. And yes you can simply comment code out, even in strict C library environments...which I'd like to point out...SQF is not and the entire top layer of what DayZ does is based in SQF, not monolithic C libraries. Other than that, trusting professionals is fine. Trusting six overworked guys in a small development environment is another thing entirely.