n3uro
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Everything posted by n3uro
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Notice: All those who get stuck at loading
n3uro replied to rocket's topic in Mod Announcements & Info
Not affected, but i'll chime in to say great work rocket, and whoever else is working on the code and backend. You are one of the best devteams I've ever seen, hat off :) -
BROOOOOOOOW
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One time game purchase with regular, "big" consistent and coherent content updates if necessary (paid or free) instead of smaller, faster updates. Community developed like now, with lots of feedback and communication between players and devs. Helps word of mouth and health of the game. Studio servers only, if possible. Community hosting is easily out of control for some aspects. Kickstarter, well only if necessary.
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What happens if you on a boat/helicopter and the server crashes
n3uro replied to Baskerville (DayZ)'s topic in DayZ Mod General Discussion
it's alpha man, as everything else, play, have fun while it lasts, whine when you die (due to players, zombies or bugs), drop the mod saying it's forever, come back two days later. :) in topic: i have no idea. -
or have it fixed in hospitals. sounds like a good compromise for players that like going solo despite the increased difficulty.
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The only thing i can see as a drawback, other than possibly lighting or other atmospheric weird behaviour, is the problem the engine already has of dropping items in buildings. It happens a lot, you drop something when on higher floors and your item disappears (apparently, drops to the _ground_ level, but often that point is unreachable or within a wall). Unless you only put containers in those dynamic areas, that'd be a major problem. Anyway, that's a great idea and i'm sure that rocket is considering some kind of "instancing" for content. I'd see this very well coupled with the "traffic map" thing that someone suggested earlier.
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To servers owners:veteran instead of regular
n3uro replied to kinex's topic in DayZ Mod General Discussion
1st or 3rd person is really personal choice, i don't mind playing against 3rd person people (well maybe one thing that upsets me is when they use it to peek behind corners). What I can't stand is having to play in non crosshair servers, for the far-spot thing, and then not having a way to quickly tell my friends apart when moving in pack (face it, you can watch weapons and whatnot but it'll never match the real life variety of details that one could quickly recognize). -
Less brainless sniping. Me likes.
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[Legion] Admins abusing power on Dallas servers.
n3uro replied to Braxton's topic in DayZ Mod General Discussion
edit for concurrent post. if what is said below is mantained, i'm happy you saw the sense of this whole discussion. -
[Legion] Admins abusing power on Dallas servers.
n3uro replied to Braxton's topic in DayZ Mod General Discussion
I would also like to point out that last night there was a thread in the server forum (i believe) titled "[Legion] Dallas 2 Server Donation Thread!! [super long nameeee]!", in which pretty much the same discussion was going on. It misteriously disappeared. *cue dramatic music* Anyway, so much has been said about this in these 5 pages, so I'll keep my post short and to the point: In a community that is founded on voluntarily providing servers as means of supporting the alpha version, this kind of behaviour, especially where there is solid proof (in posts and screenshot) of an "abusive" administration, is not acceptable. There are, I believe, a few unwritten rules, that Legion appears to have broken, despite their best efforts to excuse themselves on the forums. Yesterday chaos even admitted it openly, in words that can be interpreted as "we pay for the server, live with it", a position that is also restated in the screenshot above. That's not how it works. If this was vanilla arma2, you would be absolutely right. This is not, it's a phenomenon unto itself, even before taking the mod's persistance into account. In order to preserve the nature of the mod, it's NECESSARY to have consistent servers that behave in pretty much the same way. Since noone else seems to have ever kicked people from "their" servers (which are "theirs" as much as the rent goes, but HAVE TO BE MANAGED by the dev team as far as the game is concerned) to make space, it seems reasonable that the same should happen on the Legion server. Let alone kicking for being a bandit or discussing with the server "staff". Also, saying "if you don't like our server, don't come" is extremely douchebaggery, if you are really doing it for the community and the mod you should be worried about spreading the word, and providing the best experience possible for the players. Not counting that less people, less competition (heh). A server is a donation, in this case, all you are doing is donating to the team by providing a place for players to, well, play, and contribute to the testing and the development of the mod. If you are doing this expecting privileges, or even monetary gain (you had opened a donations thread, i've seen it), you're mistaken. My 2 cents. -
i guess not much more than the 400->1200 zombies already spawned in game? They would need a bit of extra pathfinding, but I guess that wouldn't be much more overhead.
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Create more statics by using savepoint density algo to find chokepoints.
n3uro replied to litoralis.nMd's topic in DayZ Mod Suggestions
Weird, I was also thinking how cool it would be to get some heat maps about traffic, mainly for statistics though; coupling it with an a-life backend as you suggest would be awesome squared, even though i can imagine it'd take quite a lot of work (or not, depending on how feasible it is to extract that data from the game, elaborate it and feed it back into a "director" script). That's something i'd like to work on for sure if I had the background as a modder. edit: come think of it, i guess that since there's already a backend with a db, adding a line to the "doSavePlayer" or whatever function that hashes the location and increments a heat map would be a joke to implement. Then it's a matter of orchestrating and implementing a "director" script that checks for heat spikes (easy as pie, findmax/gradient algorithm), classifies them, and associates a "spawner" marker not unlike those already implemented (i suppose) for towns/buildings that are intended to spawn zombies. Then add functionality to the preexistent zombie spawner and voila, artificial life. Of course you would exclude urban areas, secluded locations that might be group stashes (not sure about that) etc. I can imagine walking a beaten path and get ambushed by a horde, or crossing an AI bandit or something. Rad. Damn i'd kill for it. -
potential griefing: >9k no mines please :3 unless they are VERY conspicuous.
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DayZ Nut Up Mode. CHALLENGE YOURSELF, SON!
n3uro replied to Thesreyn's topic in DayZ Mod General Discussion
Just like your sig. Seriously size it down, what is this 2001? -
DayZ Nut Up Mode. CHALLENGE YOURSELF, SON!
n3uro replied to Thesreyn's topic in DayZ Mod General Discussion
Fuckin' hermit: crossbow only, not allowed to get in towns after getting your first crossbow, only barns for bolts and nothing else, no backpack, survive by hunting and refilled water bottles only. -
That seems a bit far fetched, not every survivor would possess the skills needed to take apart ammo, smelt metal, make casts and whatnot for this kind of crafting. I see potentially two ways this could be implemented, one is the softcore crafting, in which you got raw materials that allow you to get building "blocks" (ie transportable prefabs) for fortifications and other infrastructures (meditents? observation posts? etc); the second is the hardcore crafting in which you are allowed to create much more advanced items, mods etc, but only if you have the appropriate skills (provided rocket decides to go for a paradigm that implements talents, classes and specialization). I also think that in case this gets implemented, one way or another, the resource gathering should be also very well thought out, maybe throwing in some kind of landscape control requirement for gathering, in order to avoid an explosion of crafted goods (inevitable unless you go for VERY limited resources and high maintenance requirements for structures).
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"Management of tent/vehicle inventory sync by server rewritten" could you elaborate on this?
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I think tents should be tied to the player, with a "last used" timer for cleanup if necessary, absolutely not the character. First of all, because if someone in a group plants a tent for their base camp, and then dies, it's gonna be messy for that group after it despawns, especially if the don't know that will happen. Secondly, many players think of tent as a means of having "player progression", they use them to stock items they might need if they get sloppy and die.
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He meant the range of available weapons, as in diversity, not a limitation to weapon ranges
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I don't usually like people suggesting to implement features that come from other mods, but PR got it quite right, you can point someone and hit a key to show you their name, and there's also a delay. This way you have to spot someone before seeing their name, it works up to a certain range, you can't spam it, and it's less artificious than having to "introduce" yourself to people via an action menu.
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fuckin' A.
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servers are hosted by volunteers, not by the devs.
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or, like, just get the 100kb code only?
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Rocket's in the matrix. :)