

Betabyte (DayZ)
Members-
Content Count
22 -
Joined
-
Last visited
Everything posted by Betabyte (DayZ)
-
Merino's In-Depth Video Guides (Feb 11th: Updated to 0.34.115106 New Status Indicators, Rebalancing of Hunger, Thirst, Stomach, Blood and Health Reg)
Betabyte (DayZ) replied to (TMW) Merino's topic in New Player Discussion
Many thanks man. -
what kind messages you will leave on NOTES?
Betabyte (DayZ) replied to gamer222's topic in General Discussion
Place 1st note in Obvious place: supermarket for example Gives a puzzle to get to note 2 Note 2: same Note 3: congratulates player for solving them, leaving best equipment as a reward. -
I did the exact same thing, sickness went to red, but after 5 min yellow again, and after 30-ish minutes GONE Just wait it out. With charcoal eaten too
-
A serious discussion about Combat Logging, Gear Hopping and Spawn Kills
Betabyte (DayZ) replied to TimM1983's topic in General Discussion
Solution 1 & 2 of combat logging fixes everything if: Solution 1: your disconnect, your body stays there for 1 minute (you need enough time to loot him/her). Offender cant join or respawn during that time. Solution 2 : you can enter 1 server every hour without a penalty. after that 30/60/90 minutes wait before you can join another (Depending on DISCONNECTS). If you reconnect the same server => you must wait 5 minutes to join . This small penalty intended for people with shitty internet. or RL interruptions. The 5 minute rule is to protect players from their bad internet, not punish them. A dayz player is a bohemia interactive customer and players with bad internet should not be punished. The SYSTEM needs to protect us from exploits, not the players -
Hi im a longtime lurker who occasionally posts in this forum. I played dayz since the beginning. Don't shoot me for my postcount :P There is no tldr , skip post or read it fully please ;) The current state of the game: players can alt f4 freely to escape death by "a dick player" or escape death because their "dick move" is about to backfire. Escaping the game to avoid death is not a feature, never was and never will be. So what do we need ? In the other thread i read the actual (partial?) solution in my opinion. But most others in that thread are too busy trying to prove no point. A 120 second delay was the idea. I forgot who proposed it, but you had the idea, i didnt come up with it ^_^ So 120 seconds between the time you "dc" from the server's viewpoint. During that time you cannot enter another server. Simple as that. Ofcourse this is an alpha, where buggy zombies are. So we need to add a second mechanic. The first 10 seconds of the 120 you are still vulnerable to zombie damage. When no zombie hit you in that time, you become immune to ZOMBIE damage. you can still get harmed by players ofcourse (120 seconds). What do you think of this idea? How would you expand or alter this mechanic to prevent combat logging? Please remember: Thread is NOT about: - kos why it should/shouldnt be there - your feelings about kos. Would love constructive discussion ^_^
-
the problem is that you only see detailed status of your stomach, and only "emergency" status of actual food and drink levels. Those 3 things are seperate. Example: i had the same issue, was stuffed like a Turkey tonight, but my water was actually just above emergency. so i didnt heal either. Then i got the thirst warning. I drink like 5 canteens at a water pump. I was sick first (close to vomiting), but luckily didnt puke, and after 3-5 minutes i was starting to heal, this time well fed AND hydrated. So yes you can drink OR feed your tummy full, but you need both to start healing/regenerating. The game should have like erhm, "buff" status icons for food and drink, so we can track it better. Im sure the dev team isnt happy with current message system.
-
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@ap_norris : yes, and that would be no problem at all. You would then just logout somewhere safe. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@ synystr: that variable should be on your account in the main hive, so that hackers cant fiddle with it. If you put it in the dayz program, hackers reach it easily. They would never be in combat. Trying to alter alt f4 behavior is futile, you can end process in taskmanager or just pull the plug. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
I meant the loot of the dead one ofcourse. Currently(113860), all gear despawns when somebody logs off, so why not fix that by requesting a copy of that as "loot injected" by the main hive. Remember: the offender dc'ed already and is in his 120 sec penalty or LATER. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
cgnoodlet: at the server. The game uses an mmo-like architecture. But with 40 player "realms" (servers). -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@milspeczombie: because zombies are bugged right now. When zombies are "done" , the 10 second rule should go ofcourse. Right now you can get ambushed out of nowhere, like a zombie you aggro without knowing cuz hes running thru walls etc. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@Nanoton and @submarine: exactly! @alcapwn: agreed with first statement, it should be serverside. Disagree with the second though: the main hive containts the loot you are carrying, and that loot must be available to somebody who kills you, even AFTER the 120 sec i proposed in op. Maybe the current server should in that case (when someone alt f4's and gets killed after) create a copy of all loot, tell the main hive, and then the main hive should delete the character. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
btw the offender who got killed should respawn with a permanent hat that says: "i alt f4 on first danger", -20% max health for a week :D A parody of "i fuck on first date". -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@ gdaddy: yes maybe 120seconds is too long. hmm waiting 30 minutes is abit too harsh too no ? what about 15 minutes? And in ALL circomstances, give the abilty to still kill and loot the offender in the 120/60sec time. @Alcapwn: yes you are right. but the 120 sec rule would be run on the central hive. Dean&co wants to give server admins the power to create private servers. This feature should be Always on, regardless of private OR public. And the main hive server delivers for 250k players and counting, so every cpu cycle matters then, no ? -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
Actually, while i like your idea about the 30 seconds , i think we must consider the problem that all these checks need to be computed by the server. This could be a problem when moving to higher player numbers. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
@Synystr : killing a character would punish someone with a flaky internet connection. -
combat logging: a constructive thread ?
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in General Discussion
Great, a trollpost and somebody who missed the point ... On topic : Disabling alt f4 is not a good solution. People will just learn as easily to end process in task manager. This solution is serverside and actually tries to take into account an actual real sudden dc. -
v175 beta: meat issues [solved] [old]
Betabyte (DayZ) replied to Dayzo's topic in DayZ Mod General Discussion
Suggestion: Drop the food-to-blood thing completely. Instead: - blood regenerates by 2% of current blood each 5 minutes. ie: have 5000 blood, 5 min later 5100, 10 min later 5202 ..... - new: Uncooked food has a 50% chance to give you an infection. cooking the meat resolves that. - new: water has a 50% chance to give an infection. You can now boil water in a canteen, removing bacteria. - blood bags replenish 2000 blood. Can only use after 4 hours ingame time of last bloodtransfusion. Weapon failures - Melee weapons can be used with a power gauge that goes from 50% to 175% each attack. Everything above 100% has an appropriate chance to break it i.e.axing at 175% gives a 75% chance for the weapon to break. The longer you hold lmb, the more %. Watcha think ? -
Dayz game: a "bad feature" to complete realism for gameplay's sake.
Betabyte (DayZ) posted a topic in DayZ Mod Suggestions
Warning: Long post. it's a simple concept that needs some examples to explain. Rocket, in one of your streams you said that you are looking into the possibility of fistfights. Now i don't know about you, but losing blood while getting punched is imo a stretch too far. We need something better, something abit deeper, to fix other realism "issues" too, tieing it all up. So, with further ado: a Consiousness meter. This meter respresents your "basic well being". it starts full, and has a DANGER level, from 50% and lower. Both your CURRENT and MAXIMUM consiousness can change. => called "Current" and "Max" from here on. Both wil automatically recover, current really fast, maximum really slow. So knowing this, here are some examples that would (imo) complete realism. EXAMPLE1: Fistfight: you and some surviver trade blows, both lowering Current. When Current drops in the danger zone , it behaves like "random chance to go ko from bloodloss" that we have now. The deeper in "danger" the higher your chance to go ko, and the longer your ko will be. If you have "BAD LUCK", and you dont go ko, a player might put current to 0%, actually killing you from a fistfight. the chance of that happening would be really low, though. EXAMPLE2: You got the flu because you ran not well-clothed for cold weather. instead of bloodloss now (to 6000 right?) Your MAX value goes slowly down, being a sign of your fever taking over slowly. Your maximum can lower BEYOND the danger zone, making it that you randomly go ko because of illness, just like heavy bloodloss now, bit it isn't actual bloodloss => realism. You need,-like before- to fix it with medicine. So, you don't die from bloodloss, you actually die from the disease. EXAMPLE 3 The classic firefight. The impact of the shot (caliber, shotgun?) dictates your Current loss IN ADDITION to your bloodloss. Your bloodlevel ALSO indicates your MAX consiousness. So you still can die of bloodloss, but in addition you go random ko because your MAX goes beyond the danger zone. Now that we have eliminated bloodloss from "non-bloody" afflictions, we should expand blood regain. Blood regain should be automatic, over time. We should regain like 1% of our current blood every 5 minutes. that way when you lost alot of blood, you still want a blood trans. (example 5000 blood = after 1 hour 5600). When you have lots of blood, the 1% is very strong ( 10000 blood = 11200 after 1 hour). So i hope explains the feature. With this system in place, we can die of more precise causes, while adding gameplay to the game. -
Suggestion: Make a "in combat" system. Basically, if a player fought a player or zombie the last 20 seconds, he is "in combat". The server flags their character in-combat in the character server and will not be saved when disconnecting. Fought means : - chased by zombie (in like, a 100m range) - bullets/slugs/bolts/... fly within like 20 meters range from them - axes used in like 10 meters range from them. When in combat, an icon displays that on the players screen. If they disconnect when "flagged", they lose their character. The flag gets lost after 20sec of not "Fighting". The possible problem: bugs causing legit players to lost their char. well, thanks to the icon showing that you are in combat, you know not to DC. Ofcourse, some bugs may prevent a player from ever getting out of combat. For these problems, we should be able to "dispute char deletion", by having the last 20 seconds recordable(not a movie, the actual movement as in "processed by the server", to save cpu/ram/disk on server). This "report" would then be evaluated by an addon for the current anti cheat system (forgot name). If a cheater disputes a DC, he gets banned from the server and his cd-key gets a warning. 3x warnings = cd-key disabled gg. So actually, i should do a poll in the general discussion. "would you risk losing your char to bugs for a few weeks, when you know no cheater can escape certain death?" ;) Greetings, betabyte :)
-
DC-Fleeing countermeasures
Betabyte (DayZ) replied to Betabyte (DayZ)'s topic in DayZ Mod Suggestions
yes, that's why i also suggest a "dispute" function. It will not solve all internet connection issues. But as i said last line "would you risk losing your char to bugs for a few weeks, when you know no cheater can escape certain death?". . -
Hi, first of all to Rocket & team, awesome job with this mod. Best alpha i have ever played. This game reminds me of Counterstrike, the early betas. Im taling about the revolutionary gameplay (in 2000) When you just knew they had a gem wich nobody in the industry really pulled off before (again, talking early 2000). That's the only comparison with CS btw ;) I watched most of your presentations Rocket, and it seems you are(were) still undicided(sp?) about how to do the business part off the stand-alone. I know you consider a minecraft businessmodel, but i wonder what your opinions/thoughts are about Kickstarter. Did at some point you consider the stand alone as a crowd-funded game, or is that an idea that is not reasonaly feasible. Greetings from one of your poor survivor victims. ;)