Infaro
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Everything posted by Infaro
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Help - Stuck at "Loading" screen
Infaro replied to peters (DayZ)'s topic in DayZ Mod Troubleshooting
Bump. Really getting tired of this. -
Arma 2 Beta Patch 93965 - Gear Not Dropped When Swimming!
Infaro replied to Skint (DayZ)'s topic in DayZ Mod General Discussion
The patch notes stated that server owners would have the OPTION to enable/disable this part of the game. It never said it was disabled on all servers. It sucks, yes, but you read incorrectly. -
Hi, I've been having trouble today with connecting to DayZ servers. I was playing last night just fine and now I seem to be unable to connect to any servers. When I get in, I go to the player select screen, then my game seems to just cease loading right before it would normally place me in the game. It displays the word "Loading" with a full progress bar, then nothing. I take it to mean there is likely an issue regarding the hive problems earlier today, but my friends seem to be getting in without any trouble. Any assistance would be appreciated, I've tried all the standard procedures like reinstalling the mod, updating, etc... but to no avail. Thanks! EDIT: After perusing my RPT file, the last entry in the file states the following : *** Player identity cannot be applied on person 2:0 (29720080# 1056044: proxy_man.p3d REMOTE) - player 125784057 not found May that be an issue?
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Help - Stuck at "Loading" screen
Infaro replied to peters (DayZ)'s topic in DayZ Mod Troubleshooting
Bumping the thread in the hopes that someone who can do something will see it. -
Bump, really starting to lose my patience with this. None of my friends are having this issue and I've gotten no help. As the replies can show, I doubt I'm the only one with the problem. I sent an email with an RPT file containing any potential information I had to the dev team.
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Bump. Would a dev or someone care to chime in on what's going on?
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Help - Stuck at "Loading" screen
Infaro replied to peters (DayZ)'s topic in DayZ Mod Troubleshooting
Posting as I have this very same issue. Also bump. -
Judging from the RPT file I'd say it's an issue on the DB end. I also get an odd issue where, perhaps, 95% of the servers I try to join result in me getting an "Authentication Timeout", which seems to have no solution. It's rather annoying having to find the servers that don't stop at the player selection screen.
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bumping for assistance
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I'm getting stuck not on "Wait for host" but at the loading bit just before you get dropped ingame. It says "Loading" with a filled up bar, and then just sits there. Hoping my character didn't get cast into the debug wilderness but even if he did, it's not the worst thing in the world I suppose.
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If BattleEye simply checked for debuggers/memory editors during gameplay sessions a large portion of hackers would be removed. As it stands, there's nothing stopping people from basically telling the game that looking at the player list shouldn't actually bring up the player list, but execute one of their scripts. And the game happily goes "LOLOKAY" and executes whatever is given to it. It's not so much an issue with rocket as it is with the incompetence at BattleEye, whoever runs that (I don't think it's BI).
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Right now there is no disincentive to being a bandit. You get what you want from other players and cannot be distinguished from otherwise wholesome players. What if the humanity system was revised to be something more along the lines of a "karma" system? The idea would be to reward players who don't just shoot other survivors with better item spawns around them. I'm not talking an M107 in a supermarket or something, but maybe a better chance at finding that compass you so desperately need, or that extra CZ550 mag that would make your life easier. Bandits, on the other hand, would receive less of these reward items, catering to their style of obtaining rare items by hunting other players. This way, survivors could choose to be rewarded by doing good, or try their luck on shooting freshly spawned noobs on the coast for their gear. Either way, it would allow both playstyles while hopefully curbing pointless deathmatching. Now, you may be asking how this could be done. My idea is this: instead of spawning loot simultaneously all over the server, spawn it when a player gets within view distance of it. If there is a group of players together, calculate their total karma to spawn loot. If some guy in your group of survivors has a low karma level, the group will receive markedly less loot, thus presenting the bandit with a reason to cooperate. This would work in tandem with the auto-regenerating humanity / the humanity gained by various assistance methods, so that bandits are not stuck in a hole due to their prior decisions. This would obviously have to be weighted properly and there would need to be some universal items unaffected by this system, but it could offer a reason for survivors to, you know, survive together. Just my 2 beans though, offer any thoughts/flaming/whatever you want.
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An idea to curb pointless deathmatching
Infaro replied to Infaro's topic in DayZ Mod General Discussion
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An idea to curb pointless deathmatching
Infaro replied to Infaro's topic in DayZ Mod General Discussion
I figured something like that was happening to spawn loot, but I wasn't entirely sure. It just makes things more convenient for rocket to add, then, should he consider this strategy. -
I laughed a good bit. Our little crew has an Australian guy that sounds similar to you, though with a deeper and more aussie tint to it. Our aussie never got frustrated though, so it's funny to hear your commentary.
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Which T-Shirt design would you buy?
Infaro replied to mattlightfoot's topic in Mod Announcements & Info
I voted for option one, but a "Waiting for wearer response" T-shirt would be cool too. -
The keys I find myself primarily using, though I'm a WASD user, are as follows: The movement keys are obviously important, maintaining movement speed control with shift is key when stealth is necessary. Q and E are important for leaning around corners, though I find them more useful for silently adjusting myself when prone (also important, the Z key). Having X and C (for crouching and standing, respectively) are important for, once again, maintaining stealth. For combat, use the left, right, and middle mouse button religiously. Tap right click to go into iron sights, left click to go pewpew, and using the middle mouse button for context menus is also ideal. Do note you may want to get into the habit of selecting context menu items with the middle mouse button instead of your primary click, lest you accidentally shoot a friend. Those are the main keys you'll need to get around and do it properly, though you may need to remap them for your arrow-key playstyle. The other buttons you'll want to be aware of are B for binoculars, O for the watch, K for the compass, L for flashlight, and M for the map, which are all dependent upon which utility items you've collected. Numpad Enter is good for third person if you aren't playing on a hardcore server that prohibits its use. So, for a recap, movement keys are primarily important, get your crouch and prone buttons bound to something comfortable, remember to bind sprint to (2x) UpArrow if you plan to use the arrow keys for movement. Mouse buttons should probably remain as they are, though you can bind some utility or VOIP command to those extra 2 mouse buttons if desired. Lastly, remember the G key is your universal inventory button, if you're on top of something you want, it's typically better to hit G and move it into your inventory manually. I've had stuff disappear into the armaverse by choosing the "Take " context item. Have fun and kill some zombies!
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/signed. Even using the hunting knife to do laughable amounts of damage would curb the hopeless feeling you get when you fire your weapon to hear a "Click" multiple times. Either implementing a melee feature, or amping up the zeds' awareness to sound to make the tin cans more useful for a more pacifist approach would be ideal. There have been times where I've been two feet behind a zed and I've wanted to go behind them and pull a "Hunk" from Resident Evil and snap their necks, though. I know, unrealistic, but it would be badass. Also OP, regarding your signature, Vanu Sovereignty is better.
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The New Zombie Count is AWESOME
Infaro replied to WildGunsTomcat's topic in DayZ Mod General Discussion
Let me start by saying I think this game should not be made easy in any way for any player. I view this game as a survival sandbox and hold it much in the same respect as I do EVE Online's "do-what-you-need-to" attitude. Upon logging after the update was published, I was greeted with higher zombie counts and creepy zombie sounds and faces. This game has become far scarier to me than Amnesia ever was. My problem, though, lies within the risk and reward factor of the small towns. I went to a small town north of Balota after getting sniped at the NW airfield, losing my beloved winchester and all of my utility items to tell me where I was. I saw a zombie within this small town and figured I'd fire a round to take him out. What I didn't expect was having an entire town on me with aggro that never resets. I kept running, scanning the usual spots in the town for gear as best I could, knowing that even if there was something there, there would be no way for me to grab it and get out alive. Those watching my stream (I run one as a video diary of sorts, to show what I see in this mod) for the better part of an hour saw me running with close to 50 zeds on my ass before I ended up getting stuck on something and dying a gruesome death. Now, for 50 zeds where hit detection is sketchy and firing a round into the dome of a fast moving zombie may or may not result in his death, and with aggro that does not diminish over any distance, is it really worth all the zeds for a damn can of beans? Before the patch I'd group up with a few of my friends, one usually would provide overwatch, I'd take point and someone would be behind me watching my back in case there was a zed I missed or a bandit somewhere. There was plenty of risk entering towns because zombies were a reasonable threat where taking them down was feasible, but you had to count your bullets and make each shot count. Now if I tried doing that, we'd all be legging it out of town, leaving the potential loot untouched. Potential loot, as in there might not be anything but tin cans and the odd can of coke there. It just seems that the zombie density is unreasonable and for the amount of damage one or two can do to one player, small groups will find themselves overwhelmed instantly upon firing on the first zed. I suggest either slowing zombies down slightly, changing their spawn patterns to a happy medium between pre and post-patch, or making their density occur in more urban environments as opposed to the small rural towns. That's my opinion on the patch, thanks for reading.