L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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While i do like the idea of a realy extensive system, there is something you should probably be informed upon (and i don't mean this in a belittling way), and that is how the game actually registers whether you are hit (or you hit somebody). In a video game this is determained by what is called a 'hitbox', basically the computer sees your character's body in a variety of ways: 1. The wireframe, this is basically a sceleton of dots (turnpoints) and wires (bones), it uses this wire frame to calculate and from that generate any movement. Not sure if you ever seen motion capture footage, but if you have than you will likely remember a blacksuit with various balls on them. These balls represent joints, and the computer is told which two joints are connected by a wire. As such all sorts of movement can be caputered for a sequence of displacements of these joints and wires. The computer than basically runs this animation once your character does something. 2. The polygon mesh, this is basically the outside of your character, it is what holds the 'skin'. It's basically a human body modeled in a whole lot of (usually) triangle shapes. The skin is then wrapped around this mesh, the skin being the character artwork). 1&2 The mesh is basically placed around the wireframe (like the bones inside a body) and the computer is told the distances between the wires and the mesh. That way it can calculate how the mesh moves as the wireframe moves. 3. Hitboxes, these are simple rectangular boxes that usually represent the limbs (head, torso, arms, legs), these are boxes because your body is a volume, though theoretically (by the computer) each side of the box is just seen as a flat surface. So now when somebody shoots at this character, the computer calculates whether the bullit hit this surface at the moment the bullit is shot (so incase of lag you can miss, because you shot at a 'surface' (body) that was not in that exact place when you pulled the trigger. Now what's the problem you ask, well first off we don't know how elaborate the hitboxes are, sometimes it's just the head and the body, or if you play minecraft, think of how these characters look, you can see 'hitboxes' in this exact visual representation (but as you likely figure when thinking of minecraft, these bodys don't have joints in arms&legs. Now why are these hitboxes so simple (sometimes just head and body), because the computer has to calculate whether this box is hit, the less 'boxes' it has to check, the faster it can determain a hit, and the less strain there is on the whole game/computer while these calculations are made... And then we arrive at your proposal, if you would make all these bodyparts individual 'hitboxes' which you would have to do to have the computer determain whether they are hit, you put a lot of strain on the whole game. So while this sounds cool, and it is likely technologically possible, it would also mean we (the players) would likely need 'beasts of computers' to run this game, or the servers would have to be beasts... So while i am not against a more elaborate hitbox registration, you should think in reasonable 'hitboxes' (something like the minecraft characters) and set up a 'if hit => result' model based upon that. And if you can do so, then i am more than happy to add it to the OP ;)
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Check out the mockup that is in the thread linked in my signature, i think you will find pretty much all the things you suggest integrated in that mock-up ... and sorry i didn't yet make a thread to put it in, but seeing you now made it, i won't have to :) ... ps. there are also some other threads related to inventory in the thread linked in my signature, feel free to read them and comment :)
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Here read this idea: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/ While the pouches go on your toolbelt instead of on one's vest, its a quite extensive list of all sorts of pouches that could be in the game and provide an interesting aspect of possible teamwork and character progression ...
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The number of players connected to a server should be an absolute secret (for increased paranoia)
L0G!N (DayZ) replied to skjalg's topic in DayZ Mod Suggestions
Good idea, I support this +1 ... Only thing that it should show is 'X free spaces' so you will know if you and your friends fit on there. For all those opposed i can just say 'tough luck', i am sure you be able to figure out that if X >= 50 the server is likely on a low population and if X < 10 that the server must have quite some people on there, especially since there is a minimum amount of slots required to run a server! Obviously the stand alone might not give any info at all, hopefully they make some sort of MMORPG kind of big world where you would just log on and hope for the best... -
If you are 'good' at something... professions & teamwork
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
I'm sorry OCD, but i read this a couple of times and gave it some time to sink in, but i don't like your suggestion above here, the whole idea of a lot of packs is to give people choices asto what they 'become', another thing is to offer progress (in the sense that they start out with just belt slots in which they can carry tools, to then find packs and thus expand what they can do, and last is to limit peoples ability to become everything ... I think i tried to go along with your criticism for a decent amount, even to a point where i personally wouldn't like to go (aka. make it possible again to have people do everything again)... but by condensing the packs you give people less choices, by adding all sorts of bonusses (or perks) to bags gives it a whole different purpose asto what i intended for this idea ... I do somewhat see a option for packs to spawn with some or all the items that belong in there, just as a means to increase spawned items and make finding these packs a bit more than just finding a pack ... And lastly, the limiting the amounts of packs to 1 and have these perks, well i would just like to point to your own criticism in regards to my suggestion here and think real good on whether this idea actually passes the test of your own innitial criticism, you may want to type out entirely how your idea would take shape (in notepad f/e) and then see if it holds up... -
Well the thing is, if 3rd and 4th degree burns actually destroy nerfendings then this person would go 'numb' at those areas, while this poses a whole different thread IRL, where you won't feel having cuts or infections there etc. adding something like that into the game makes no sense, or makes the game confusing to people ... for example, after getting a 3rd degree burn on an arm, being cut/bleeding on that arm would not show the bleeding icon (as that is closest to authentic), but then a player that plays in 1st person would bleed to death from something he would notice by 'looking' IRL, this looking though is hard to accomplish in 1st person game mode ... unless we get some sort of bloodspatter on the screen if we are bleeding, to add something more than just the icon blinking... Hence, for the burning system it seems more usefull to have 1st & 2nd degree burns, and skip the whole 3rd/4th degree burns as the outcome of those are hard to realize authenticly in the game ;)
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Ideas for creating a more immersive experience (on the standalone)
L0G!N (DayZ) replied to hiush's topic in DayZ Mod Suggestions
I think it's important for this whole discussion to properly identify the various sets of skills needed for this game, and the level in which they can be realized as 'authentic-systems' in the game. Then i will agree with the OP and some others here, that the aim should be to pull up systems from the lower levels, upto the higher levels of 'authenticity' if this is possible in an authentic way, where it should never be forgotten that this is still a game! so to start off: Top-level: The systems in the game that facilitate the 'feature' (for a lack of a better word atm) make it possible to use a reallife skillset to transfer over into the game. Examples of these are: Navigating during day or night, based upon shadows/time or stars (knowledge); Aiming your gun, hand/eye coordination (skill/practice); Patern knowledge, evaluation&recognition, not just used for zed movement, but also used in identifying loot locations, and ofcourse attackpaterns for group movement; etc. Intermediate-level: The systems in the game that facilitate the 'feature' are elaborate and extensive, in order to reach a certain level of authenticity, so that a reallife skillset may become a part of using the 'feature'. Or the feature has an integrated system that mimics how a person would improve upon a skillset IRL. There are not many of these around in the game, to a certain extend i would scale operating vehicles (cars, choppers, etc) in this level, seeing that the controlls&behavior try to be authentic and while learning to operate these vehicles is not so difficult as in reallife there is still a learning curve involved (most noticably with the chopper). Bottom-level: The systems in the game that facilitate the feature are shallow and simple, while not everything need to be elaborate and extensive to be authentic, these bottom-level systems can be considdered as just to simple. As there is no IRL skill nor Game skill involved in dealing with these systems. Currently f/e Reloading, Gutting & Cooking would be good examples of these, repairing anything might be too... Now for every 'feature/system' in the game one can scale it into one of these 3 levels. Then the biggest questions concerning these are whether they can be moved up a level, and whether this actually improves the game, and HOW to move them up a level. In regards to the HOW, as that is what this thread is about, you (OP) can hopefully see that you are suggesting to take currently bottom-level features and implement some sort of intermediate level system ('mini games') to pull them out of the gutter they are in... So i fully agree, BUT ONLY, if these systems would then be deviced in such a way that they adhere to the mentioned requirements for systems of the intermediate level. So, aka, these mini-games should be made in such a way that they mimic IRL to such an extend that they become 'authentic' (enough), while not becomming a big frustration. I had a discussion about cooking in the thread linked below, and i quoted an example of a possible cooking 'mini-game', with features that resemble cooking at an authentic level, while not becomming to much of a hassle: Taken from this thread's discussion, quoting myself: http://dayzmod.com/forum/index.php?/topic/32582-learning-by-doing-the-alternative-to-classes-professions/ I would suggest you read the threads-OP aswell as it suggests a possible way to deal with bottom-level features and pulls them up to an intermediate level, by integrating systems that mimic how a person would increase their skillset IRL ... Another interesting thread to read might be this one: http://dayzmod.com/forum/index.php?/topic/66500-full-character-progression-compilation-thread/ as it deals with all sorts of bottom-level features that do not involve a true skillset, but could still benefit from progression in regards to the game. Now a last bit about the intermediate-level, as you can see in the discription, it could actually fall apart in two different 'levels', one that facilitates the feature with some sort of 'mini-game', and another that facilitates the feature with a learning-by-doing system (seeing all other skillsystems, like perks/skilltrees/etc are frowned upon). While most of my suggestions for improving bottom-level features to the intermediate level are of the 'learning-by-doing' kind, i would actually prefer a more active approach. The problem here though becomes: what are the details of the system, is it authentic enough to bother with it, and is it gamey enough to not become a huge hassle. The learning-by-doing thread linked above, actually has a mixture of the intermediate-level 'systems' as i try to move it more and more towards using atleast some IRL skill... if this interests you please participate in the discussion about the details, as those are much more interesting and much more needed than a poll about merely suggesting to 'pull-up' some bottom-level features out of the gutter... most people will agree, with a big BUT HOW attached!! -
Well you could see it this way, the thread now contains all the possible 'rebuilt society/old industry' people can think off, so it's a complete thread, all that is needed now is for Rocket to start implementing ;) Which i realy hope he will do because quite frankly, if we could do all this in game i don't realy long for underground construction (but *shhhh* don't tell Rocket!!)
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Please use weight on items to 'reduce' the amount of items a player can carry with them (esp. heavy ones), and have the weight influence the movement speed of a character ! Currently the only limiting factor on items is size, and some items are not even adjusted in size correctly (i know alpha ;) ), but besides size, there is also the weight of an item. And as the old riddle goes: what weighs more a kilo of feathers or a kilo of lead; it illustrates how size alone can be a unauthentic and even misleading. A good example for DayZ in it's current state would be: what weighs more, an empty or a filled JerryCan? Obviously size would still be a good way to controll inventory space, as some items are just realy important (while being light) and 'one' doesn't want a player to carry around a lot of them. But if used wisely, using weight in combination with size can mean that the loss of items due to size can be avoided (f/e make a rifle take up 5 slots but give it it's original weight, meaning it will now fit in the Czech and Starter backpacks without disappearing, it still takes up a chunk of space, but it won't disappear because it's size matches the size of the backpack and that bugs something out somehow. So using size and weight together will give a more subtle way to balance items for the Dev's and for us players to end up with a more 'believable' game (avoiding 'real' on purpose ;) )... How to implement this First off all the items would have to have a weight added to them, not sure if this can be done in the Arma Engine, but if not than this feature is not possible. But seeing it be a nice feature to have in Arma3 as well, adding it to Arma2 can be a sollution... And yes i know it can be a lot of tedious work, but once the current items are done, all that is left is filling in the weight on new item creation, which isn't more than just putting a couple of digits in, and it will fuel a whole gameplay system. Another thing that would need to be done is add a speed modifier to the movement speed function: - move_speed = base_speed * speed_modi And then add the following formula, values and restrictions: - speed_modi = 100(%) - (tot_weight/base_weight) * 10 - tot_weight = SUM(weight_itemX) - base_weight = 15000 (15kg) *!* use the following bit of code to avoid a negative modifer {IF speed_modi =< 0, then speed_modi = 0.01} The tot_weight simply adds all the weight of items on a character together. The base weight determains a start weight for the character, in regards to the maximum weight they can carry. So with 15kg set as base, the max that can be carried is 150kg. *!* Do note that you can still pick up items that are over this maximum, you just move at 0.01x the basespeed, so if you have a chopper or a car next to you, you can still pick up this item and drop it in, and then just drive off into the sunset! Icon to indicate influence of weight To give the user some feedback on the amount of weight they carry and the influence of this weight on their character. I would propose a flexed 'muscled' arm, that turns ever more red the more weight is carried. Obviously the player would notice that when heavily packed they can no longer outrun Zed's. Integration of Strength In a now lost thread it was pointed out that some people are stronger than others, military personel being able to carry 30kg with fair ease (while some of this is due to the gear they wear, see backpacks below; it also has to do with strength). This led me to 'belief' that a character should be able to grow in strength as they continue to live in DayZ. This also gives the option to have certain parts or items be 'more' restricted for more underdeveloped characters, and in most cases these items are there for these longer survivors anyways. But it be nice if a player picks up say a tanktrap as a fresh spawn and notice it being heavy, while this item is relatively 'lighter' when this player returns after a long prosperous life. What would influence strength? well in my views these would be: - time alive, this to compensate for all sorts of thing you do that may increase strength but aren't easily measurable - distance traveled, this to simulate running around with heavy stuff on your back increasing your strength - amount of heavy lifting, this to directly (though slowly) simulate lifting heavy stuff to increase strength These factors would add to the base_weight variable (in the formula above set at 15kg). Now obviously there should be a maximum strength applied to what each of these strength influencers can add to the base_weight. I freely assume each of these factors are able to add 5kg to the base_weight, so that a fully developed fit character can carry 30kg, which sets the max at 300kg for not being able to move. - base_weight = 15000 + time_weight + distance_weight + lifted_weight Seeing there are various ways to limit the amount to 5kg max per factor and i do not know what would be the optimal timing to have things increase, ill leave this upto the dev's. For the lifted_weight i would suggest something simple like: - weight_lift = {IF pick_up_weight >= 5000, then lifted_weight = lifted_weight +1} As that would have to run everytime you pick up an item... Integration of Condition Obviously your physical condition would also influence the amount of weight you can carry around, and so base_weight should also be influenced by a player being: - wounded, having a fracture or broken limbs, the amount of weight easily carried should be reduced, and the weight that is left may well feed back into the amount of pain you experience. - amount of blood, if you are 'weak' by loss of blood, you should not be able to carry much weight - sickness, while not yet in the game, if you are sick you are likely weaker, having an effect on the amount of weight you can carry - thirst and hunger status, these only become a facter at a certain point, as these influence the capability of being physically active, and thus how 'strong' you are. Some of these may reduce your 'strength' or base_weight by a lot, while others only by a few kilos. base_weight = 15000 + time_weight + distance_weight + lifted_weight - wound_weight - blood_weight - sick_weight - hunger_weight - thirst_weight Integration of Backpacks Different backpacks can carry different weights based upon the size and shape of the backpack. The closer weight is to the center of mass of the body the easier it is to carry. A small pack with good straps and belts can carry more weight easily than a tall pack with good belts and straps, mainly because a tall pack will put more weight further away from your center of mass. Some packs may even influence a person negative, f/e putting something heavy in a cheap 'school-backpack' will cut in your flesh, hurting you... so each backpack should have different 'stats' influencing the amount of weight it can carry, limits to be set by the devs... base_weight = 15000 + BACKPACK + time_weight + distance_weight + lifted_weight - wound_weight - blood_weight - sick_weight - hunger_weight - thirst_weight Influence on other 'physical' systems As various people have pointed out, this system should also be influenced by or influence a much needed 'fatigue/ stamina/ endurance/ tiredness/ etc' system, preventing people from running till 'kingdom come'. Seeing feedback loops are generally not a good idea in coding, i would have the two defining systems of this idea influence the 'fatigue' system in the following way, mainly: - tot_weight/base_weight To determain how much 'load' is carried (tot_weight) in relation to howmuch load could be carried (strength) with ease (expressed in the base_weight variable). Which would obviously not only determain how fast you are going, but also have an impact on howlong you can keep that speed going. A similar formula as used above could influence the 'time' a certain speed can be maintained, or how fast one would get tired. Implementation general While this likely doesn't interest anyone but the dev's, i still need to get it out of my head while it's there. This whole formula is rather demanding, and if Arma or Mod has to go through the whole of it everytime you pick something up it may well 'bork' the whole game. So I would suggest adding in some 'static' variables (by lack of a better word), to hold sub_totals at various interfalls, this will speed up calculations and thus make this system 'lighter' on the Mod. IMPORTANT NOTICE, disclaimer! This OP is a reconstruction of an earlier thread, while i made the OP in that thread as well, during the conversation that followed the OP grew to what you just read, so by no means is all of this the result of just my work, feedback/suggestions/questions from other people grew this suggestion! Unfortunatly i can't credit people by name, as i have no clue whom said what in the original thread. tnx for reading this small sized book, amazed you made it to the end :)
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@That Guy, yeah isn't that great! ... but in all honesty though, a jerrycan takes up 3 slots, so that makes 12 slots total for 4, if you have a backpack of any kind you can take atleast 2 things in your starter pack (2x 3 = 6 + 2 = 8 slots) and have 6 items in your inventory (2x3 = 6 + 6 = 12) ... so you are not entirely right ;) ... and any bigger backpack would obviously increase the amount of extra stuff you could take along... but like IRL you won't be going anywhere fast, with over 90kg strapped to your body
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Like this idea... wanted to add to the discussion that people shouldn't be to worried about 'preppers', do realize that YOU can also run into that backpack at any time in your gaming life. You may be starving and far away from any town, to then run into this backpack filled with goodies (same goes with tents & vehicles), they basically provide a feature that i see suggest a lot of times: - please add more random loot locations... well what is more random than a player trying to hide an extra bit of gear, the chances of you running into that gear are about as big as the chances of you running into a downed chopper site ... slim but there is a chance ... and in the case of tents/vehicles/bags/etc it's the players that provide both the loot and the random, without the need add in the frequency of game based random loot drop locations... :)
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I hope this will eventually be solved by adding 2 hands to the inventory, a left and a right hand, so you can hold the flashlight in your left, and any 1handed pistol/uzi/w.e in your right hand...
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Make NVGs require batterys
L0G!N (DayZ) replied to crcantos@gmail.com's topic in DayZ Mod Suggestions
These are times i wish they would 'make posting require search' ... but yeah ... -
Please make Dayz standalone CLOSED testing.
L0G!N (DayZ) replied to redfield-77's topic in DayZ Mod Suggestions
The biggest problem with closed alpha's & beta's these days is that this is actually an industry, so there are actually 'companies' that sell hour based alphaβ testers... now why does that seem to be a problem? Well have you checked the garbage of similar games that come out in recent years? ... in alpha and even in some beta's there are a lot of changes that are made based upon playtesting, and for some reason this leads to the same garbage of games, why ? Atleast in my views... these closed alpha testers have such an influence on the game, while they are such a tiny group, and they will 'suggest' crap that they think the majority of players wants... So suggesting closed alpha for dayz will likely mean: perks, classes, achievements, weapon unlocks, etc and so on, because the 'popular' other games also have these features. And with a sellect group testing the game, trying to represent the majority of average ... well i think that makes you end up with a lot of similar games ... and NO BODY to voice their alternate opinion!!! Like, i think every honest person will see that DayZ will eventually need some sort of progression system, because without some serious midgame content there won't be much of a game. What DayZ doesn't need though, are the perks, unlocks, fixed classes etc ... the only thread that (for some reason) hasn't gotten a lot of NOO, go back to WoW, go play CoD/BF reactions, has been 'my' learning-by-doing thread, sure it's got it's critisism, but no where near the reactions i seen to the more standard systems that are around in (every) game around. I'm not saying that the learning-by-doing is the way to go, persee, but in closed alpha with a bunch of testers that nobody truely knows, with absolutely no possibility of feedback from the vocal minority outside of the closed alpha, we could well end up with WoW/CoD/BF-'with infected' DayZ ... and nobody with half a decent clue about what makes DayZ so nice, would let that happen in an open-alpha ... sure it's being suggested (more than often), but the reaction to it are almost always negative, be it as a reaction from 'the guts' or as a well thought out response pointing out how such a system would only take away from DayZ ... Realy, testing in the open gives a lot of transparancy and 'we' may not like all the features that will eventually end up in DayZ, but we can make damn sure (as a community) that from the features that do go in the alternative is choosen that is furthest away from what we fear most, and stays closest to the spirit of DayZ ... (in a closed alpha, all you can do is hope and prey they don't F' it up!) -
Well the 'idea' is to have the movement penalty count from a certain 'authentic weight'-point onwards, it's not that a having a can of beans in your inventory will mean you can no longer outrun infected (for a certain amount of time atleast). But if you stash your inventory & backpack full with 20liter Jerrycan's then yes, you won't be able to outrun infected. But the sollution is easy, don't run around with that much, either run them one by one, OR, have a friend cover you...In essence it should 'punish' people that have surpassed the 'scavenge' part of the game, and are busy thriving, by putting a weight limit on the stuff they can drag around you force them to make choices, making the game more interesting, AND/OR, if you decide to just run slower, you will have to deal with Infected in some other way (shoot/axe/stab/punch/w.e - them). See a big part of staying alive at some point is to carry enough stuff around so you won't have to run into infected, but why not put a 'rule-set' on that that says: sure you can do so, 'but', if you run into infected now you won't be able to outrun them anymore ... choice then is to travel light so you don't suffer a speedpenalty, which could then mean you have to get into contact with infected more, in order to survive...
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Loot Damage! Making you think more before PlayerKilling
L0G!N (DayZ) replied to mattldempsey's topic in DayZ Mod Suggestions
After reading a thread by a medic about saving a character from the brink of death, i must add to this that i would want to see hitboxes to influence chances on wrecking 'loot' ... depending a bit on how elaborate the hitboxes in arma3 are, i would not like to see any loot destroyed on headshots ... in the case of bodyshots i think the caliber needs to play it's part too ... and if possible in Arma3 even the direction you shoot somebody 'center mass' ... see if from behind through the backpack, i think loot should indeed be effected, and when 'killing' from the front center mass, i think the caliber needs to play a part too ... i mean if you shoot somebody from the front with pellets out of a shotgun, how on earth are you going to effect somebody's backpack ... then again, if you shoot somebody from the back with pellets, and this guy/gurl has their backpack filled with stuff, how on earth are you going to get a kill ... So yes, there should be an effect on loot when you kill somebody, but (depending on arma3's abitlities) the chances should atleast incorporate where you hit somebody and what caliber you use ... as with those basic parameters (and just head/body boxes) the whole becomes a lot more sophisticated than just a chance to destroy loot... -
well what would you like to read? "His name was fluffy, YOU made Alice sad and cry"
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If they would include a corebody-thermometer in the game giving a certain temperature based upon the time the player has been dead, and a way to dig out bullits, so you can actually determain the caliber. Then sure... otherwise, how would you know? Going from my own arm chair experience, if i were to come across a dead body i might feel it's skin, telling me cold = long gone, warm = recent. And by no means would i go dig this corpse to find a bullit. If anything i would check: small holes = small caliber, a big mess = large caliber, whole lot of tiny holes = pellets... But the more likely reaction, hit the ground or find a bush to hide in, wait a minute and check around as much as possible, if feeling safe check the body for loot, take loot, then GTFO!
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Advanced Trauma Life Support - Near Death Experiences
L0G!N (DayZ) replied to semipr0's topic in DayZ Mod Suggestions
While this is a controversial issue (a lot of people hold the 'dead is dead' opinion), i do think there should be a margin on some situations. And yes, it does boil down to hitbox complexity in Arma3 in a sense. But seeing the hitbox atleast comprises of a seperate head & body (as headshots are one shot kills with all weapons), there is a basis to incorporate something like this: - Headshot = insta death, no chance to survive (not 100% accurate vs. IRL, but this remains a game) - Bodyshot = damage caliber + rolldice (85% = nothing / 15% vital shot = dead) meaning with a pistol you would still need 1-4 shot b4 death, in most cases, then, IF HP < 0 by damage caliber AND bodyshot isn't vital shot -> rolldice (50% = death) and 50% = 300HP + bleeding + unconsious 2min. *!* - obviously if the hitboxes are even more complex (including legs/arms/etc?), a more elaborate system could be deviced to calculate chances to have a chance to survive IF there is somebody around... I hope you can see that this would mean certain death with nobody around, 'BUT' if there is a medic around they could stop the bleeding, and save this person from the brink of death. It also only provides a small window of time in which a person can be resqued, which i think is more than authentic. It also means that with large caliber guns there is only a 50/50 chance of being able to escape death given there is some-one around to deal with the bleeding. I do think some other Medical things should be implemented to make the whole ordeal more 'traumatic', all of which are in this thread: http://dayzmod.com/f...ical-first-aid/ and from the things mentioned there, i think the 'bloodbag only to give back HP for the amount of blood thats in the bags', 'general pain' & 'general wounds' are the most important in this case ... as they could mean that this shot person would end up with severe pain lasting quite some time, and 'severe wounds' lasting quite some time, plus needing around 8/9 bloodbags to bring this person back upto 12000hp. I will keep an eye out on this thread, if discussion shows something like this is somewhat supported i will integrate it into the full medical thread -
(Rocket) Why are we logging in on the coast
L0G!N (DayZ) replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
I haven't realy tested it yet, but when i played last night first time on a 1.7.2.5 server i did spawn on the coast, made my way inland, had to log off for a bit, so just went to the lobby, went back in, and i spawned right where i was. While this 'bug' can be annoying if it happens on the same server everytime, it would be a decent fix for serverhoppers though. if the Hive only remembers the location on the last server you were on, and only applies it to the last server you were on, you will never be able to 'ghost' into a location through some other server, nor would you be able to camp/serverhop loot locations or sniper spots. While on the one hand i like the persistance across servers, it does result in some 'exploitable issues', but seeing camps are server restricted, once you make yourself a camp, or pick a home server, the only thing that truely matters is persistance on your homeserver. If this is the way the bug works than: 'is it realy a bug?' because what it does is exchange the following true issues: - server hopping - 'ghosting into locations' - Alt+F4 ghosting revenge Into the inconvenience that if your 'homeserver' doesn't have a free slot, and you WANT to play you start at the beach on another server, this then becomes your new persistant server. So if then a slot frees up on your homeserver, and you move back to it, you spawn there at the beach... If that is what it does, then PLEASE LEAVE IT IN! ... the minor inconvenience doesn't way upto all the other things it fixes! atleast untill there are other ways to fix the above issues... -
How To Stop The Coast Spawn Issue!!!
L0G!N (DayZ) replied to Devmagic's topic in DayZ Mod General Discussion
I haven't realy tested it yet, but when i played last night first time on a 1.7.2.5 server i did spawn on the coast, made my way inland, had to log off for a bit, so just went to the lobby, went back in, and i spawned right where i was. While this 'bug' can be annoying if it happens on the same server everytime, it would be a decent fix for serverhoppers though. if the Hive only remembers the location on the last server you were on, and only applies it to the last server you were on, you will never be able to 'ghost' into a location through some other server, nor would you be able to camp/serverhop loot locations or sniper spots. While on the one hand i like the persistance across servers, it does result in some 'exploitable issues', but seeing camps are server restricted, once you make yourself a camp, or pick a home server, the only thing that truely matters is persistance on your homeserver. If this is the way the bug works than: 'is it realy a bug?' because what it does is exchange the following true issues: - server hopping - 'ghosting into locations' - Alt+F4 ghosting revenge Into the inconvenience that if your 'homeserver' doesn't have a free slot, and you WANT to play you start at the beach on another server, this then becomes your new persistant server. So if then a slot frees up on your homeserver, and you move back to it, you spawn there at the beach... If that is what it does, then PLEASE LEAVE IT IN! ... the minor inconvenience doesn't way upto all the other things it fixes! atleast untill there are other ways to fix the above issues... -
I used DayZ commander, and after the 0.9,0.64 update of it, it all went like a gentle breeze :)
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Totally lost any faith I had in Rocket/dev team
L0G!N (DayZ) replied to TheMachine's topic in DayZ Mod General Discussion
So wait, you are freely TESTING an alpha state game, and you found out that a patch doesn't fix what it was intended to fix? why aren't you reporting the issues instead of whining about them here... seems like you just want to play a finished game, so come back in a year or two when everything is pollished and done for ... sorry but you can say you know it's alpha a 1000x but if your post doesn't show you actually knowing what it means, perhaps it's better to come back at a later moment in time ... so just to not make you all sad, and to not make everybody reading this thread pull the hairs out of his/her head: -
Packs of wolves roam the hills around Elektro and Cherno
L0G!N (DayZ) replied to Pomegranate's topic in DayZ Mod Suggestions
I don't think wolfs would stick around those places for long, to many loud bangs! ... it's also somewhat unlikely that wolfs will attack humans, unless food is realy realy scarce and they are in a large pack and the human is alone in the middle of nowhere... but seeing all normal humans are zeds and the wildlife is plentyfull i don't think wolfs would pose much of a problem... I'dd be all for zombie dogs though, i dunno, the idea of a dog totally out of controll scares the shit out of me, way more than a pack of wolfs ... But it be nice to know 'if' dogs can be infected by the zed virus, or whether they actually were patient 0 and brought the virus into our cities and villages. It's not uncommen for virusses to jump species, most flues that posed some troubles in recent years either came from pigs and/or birds b4 making the jump to us... And perhaps there is a good virus that qualifies for a dog/human infected zombie world, 'Rabies', it be a mutated form obviously but rabies is a 'madness' inflicting desease that effects all sorts of animals, most noticably dogs & humans ... -
Switching from DayZ commander to Six Updater?
L0G!N (DayZ) replied to 25Uniform's topic in DayZ Mod General Discussion
TNX TONS !!! now i can atleast see what's going on, and why this is taking so long, aka 100mb :P ... speed seems to have increased as well :) Yups, so much better 0.9.0.64 got it in about 10min, which may in part be due to somebody streaming the olympics here as well... but so much better than the 5h i tried yesterday evening and getting to 66% , with nobody using the network ... lets play :D