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venthos

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Everything posted by venthos

  1. The most reassuring thing amidst reading the posts upset about "people kill people :(" is that Rocket has constantly stated with absolution that players will be the biggest threat in the game by design. This obviously means player VERSUS player will be a cornerstone of the game. Not just shooting people, but "versus" player in terms of vying for resources/vehicles/camp sites/etc. If this make you upset and you want to play "Fischer Price Presents: Zombie Tickle Carnival" where all you do is team up with people who can't hurt you to kill zombie AI, then you should take this opportunity to seek a new game that's marketed accordingly. DayZ will forever be focused around PvP elements with the other criteria (zombies included) being supporting mechanics for the PvP aspect. This is what makes it different from the other games, and why DayZ is and will continue to be awesome. I have no problems if it drives away the crowd that is hoping for a PvE focused game.
  2. Cooto3s: I have similar concerns about the L85. But I guess I just want to see how many of them get into the game without hacking/duping being a factor. I like the idea of it being one of the most valued weapons for squads as long as it's the most rare and something people (if lucky to have one) will have serious reservations about risking on the battlefield as a result and potentially losing. As it stands people bring them in everywhere because of duping. I'll see how it plays out. I share your reservations, though. I'm pretty confident I'll end up putting the CZ550 (or similar) back in, I just don't want it at a farm spawn. Deer stands may be a possibility. We'll see. Oldy1Kenobi: I expect there to be a decent amount of people who disagree with the loot changes. This mod won't be enjoyable for everyone. All I have to say to that is they are not hard changes. They are an experimental extreme to see how it affects the game so that I can tweak from there. At this point in testing I wouldn't consider any given weapon permanently removed. Still, feedback on why people want certain weapons in game would be helpful. Any thoughts? Regarding ALT-F4 punishment, I would rather punish 100% of ALT-F4 people and have situations where I have to manually restore accidental punishments than to never have accidental punishments and have to manually punish ALT-F4 people after the damage of their ALT-F4 has been done. But, yes, the mechanic will certainly be constantly tested/tweaked to try and reduce false positives. Thanks again everyone on the input so far. The ALT-F4 mechanic has been the major hold up so far in getting it working exactly how I want. Once that's done it's a few more bug fixes, some anti-hack stuff, and we'll see where we are from there. I'd like to have something playable/testable fairly soon.
  3. I hear that rMod essentially loads itself after dayz and unbans a lot (all?) of the vehicles. Note that both your server and your players will need the custom mods loaded along with DayZ. If it doesn't work as expected, or you want to actually customize things further, then you need the various Bohemia Interactive tools to essentially do some mod development and edit the PBOs. The newly changed PBOs will then need to be signed by you and given to your players and hosted on your server. It's a bit of a steep learning curve if you've never done any sort of mod development with Bohemia Interactive before, but once you're up and running it's not too bad. In either case, you'd need access to either add new mods entirely or overwrite DayZ's existing PBOs for your server (depending on the route you go).
  4. Fair point with the axe. I think you're onto something with just limiting a single primary and a single sidearm regardless where it is on your character. That's really the end goal after all with that change. I'll look into if this is feasible.
  5. venthos

    The lesser of two evils.

    I think you didn't read the post you quoted. In absolutely no context did I mention punishment for death. The person I was replying to (Sula) stated that there should be PvE only servers. Since you seem unclear as to what my post was about, a PvE server would have any player damage nullified. In Sula's preferred server type, it would be impossible to die outside of from zombies or the environment. I was then replying and saying how it was ridiculous (woops, i know you hate certain words like that. Sorry? I guess using that word voids my entire argument now :\ shucks) I fully support harsh punishments for death. If anything, I push for more harsh penalties for death -- where they make sense and are implementable. Your proposed ideas are cuddle bear ideas that are all aimed about "I don't like that people loot gear and be a threat to me so readily :( I don't like that people can take vehicles and be a threat to me :( I don't like that people can store items in tents and become a quicker threat to me :(" and you want rules to force people to be less of a threat to you. Not me, I want the challenge. Bring me your geared folk and let me fight'em, I don't want the shore line kiddies with crowbars that you want to combat. This is why I find it ironic that you're claiming to push for a harsher game when you're essentially trying to make the game easier. I agree, stop trying to make the game as easy as CoD and let Rocket have his design. Your ideas are terrible in any of the forms you've shaped/constantly changed them to throughout the entire 4 page thread.
  6. That's fine. As I state very earlier on, I am in no way saying that the way I'm developing this is the way DayZ should be and that snipers/silenced weaponry is "wrong" or "unbalanced". I'm just curious how the game plays without them. We'll see how it goes. The way I'm creating this mod won't be for everyone. I do appreciate the feedback, though.
  7. Because it makes it harder to amass a cache of weapons to store in tents/etc. Makes you vulnerable while moving things around. Also, I am not dead set of removing snipers forever. I love sniping. I just want to see how it plays out without them. The CZ550 will likely find its way back in -- maybe before I even open up the server for test play. If/when I do, the CZ550 will be moved to deer stands though and not on the farm loot table. Even more weapons could make they way back in, silenced included, if it turns out their spawn rates are appropriate restrictive. It's just so hard to tell right now with the rampant duping/etc.
  8. I definitely see where you're coming from. I'll think more on alternate ways to tackle the problem to see if I can come up with one that attains my goal without being too "forced into mold" thing. The primary goal with the "no guns in backpack" is not to prevent lone wolf play. It's to prevent a squad of people from all going in with a specialized weapon (sniper, machine gun) and general purpose assault rifle. Depending on pack space, sometimes they'll have all 3 in there. If you form a squad, I want each person to have to fill a role and not be able to be an unrealistic one-man ballistics carnival with a few hundred pounds of ammo, gear, and rifles on his back. With that in mind, what type of gear load outs are you rolling with that this would hamper you as a lone wolf? (I am not saying it can't/doesn't. Looking for honest feedback). To me it doesn't make sense to be able to magically cram a big rifle into a bag. At least, all but the smaller ones. But there's no way you're tucking away a sniper or M249/M240/MK48 machine gun in the packs in DayZ *and* shoulder a rifle. Let alone are you going to be able to move around with that weight on you. I know not everything in game should or can be "realistic", but that's my rationale for it *other* than the side effect I hope it has on specializations. Like I could see allowing a side arm in the bags, but I'm not sure why people would carry more than one unless for ammo variety (noting that I have the M9 SD removed currently). I could also see something like the MP5 being able to be bagged and other smaller rifles. Would that alleviate any issues? Basically setting some guns to be baggable and others not able to be?
  9. This is trivial to address, it just comes at the expense of requiring that your players use your own custom generated PBO to connect to your server. I do this with my own DayZ custom mod that I'm working on. As long as "verifySignature" is set to 2 in your server (no reason it shouldn't) then people can't use any PBOs other than those verified by your own custom signed PBOs and you can do version checks (just like DayZ does) to make sure they're using the proper versioned PBOs.
  10. I saw that yesterday. I'm not sure how I feel about it. It could potentially be very buggy. I know people have reported several instances already of the bot being unkillable or not taking damage properly. Although, he's replacing everyone with bots 100% of the time when they abort/disconnect for any reason. If I were to implement it, the bots would only generate on when someone logged out "in combat". It's still possible to ALT-F4 successfully with that both method, though. As long as you find a place that they can't get to you for a shot in X seconds (if someone took a shot from a hill, you could just run into a house) and your ALT-F4 is successful. With the insta-kill method there's zero chance that ALT-F4 people will be successful. It comes at the risk of people who unwillingly get disconnected mid-fight being instant killed. Perhaps I'll test both ways. I'll toy around with it. I would rather inadvertently cause negative effects to legit connection issues than make ALT-F4ing's consequences something that people are still willing to deal with. Guaranteed instant-death is definitely a consequence no one would willingly tolerate. I'd likely add in a logging system to the hive to show the statistics surrounding the combat log (players near, zombies near, blood count, bleeding or not, etc) so that I can manually restore someone's gear after the fact if I believe their story enough that they didn't combat log on purpose. All combat loggings would be displayed on my server's website for people to see as well. In either case, this only means anything if the mod is enticing enough for people to want to play on my server when I get it working. I'm kind of surprised no one has put forth any ideas for stuff they'd want to see modded for the server.
  11. venthos

    The lesser of two evils.

    You're spot on. Rocket has stated time and time again that players should be the biggest threat in the game. The entire cornerstone of Rocket's vision is on PvP. Not exclusively "being shot at", but player VERSUS player. Raiding tents, taking cars, making you uneasy about being in a town, *and* shooting you. Everything. Without the PvP element the game becomes incredibly dull in a matter of a few days. The good news is that private hives + Rocket's open-ended design style means you could certainly make a PvE only server. You'd be turning a 180 from DayZ's design. But, you could certainly do it and no one would be angry since your personal server choice doesn't affect others.
  12. venthos

    Why are people so mean?

    You were careless and you were punished thusly. You need to be very cautious about helping someone. I will only ever let my guard down with someone who literally has no weapons of any kind. Even then, you still need to be cautious in case they found a frag grenade. If they're armed, I do one of two things. [1] If I'm really uneasy about my positioning and ability to control the situation, I'll blow their leg out and then shout to them over direct coms that they need to drop their weaponry and tell them I'll morphine/bandage/bloodbag them accordingly once they drop their stuff and move away. Yes it's a bit of a dick move, but it's for MY safety -- not theirs. If they try anything funny, I just kill them outright. They won't have any ill effects either after my repair, either, if they cooperate. Once I've given them whatever gifts/help I wanted to, I'll make them stand far from any weaponry until I'm gone and then they can go for it. By starting agressive, you make it clear you're willing to fire upon them if they try something funny. [2] If I'm confident I have the upper hand on the situation, I'll skip the leg fire and just shout over comms to drop their weaponry so I feel safe and that I'll give them some stuff (weapons/whatever). I then make sure to place the weapons far from them and make them wait til I'm gone before they can go for it. Acting like a care bear and expecting everyone else to thank you for it and be a care bear back is a bit silly and ridiculously careless. You'll get killed, like you did. You can still act nice, but you have to put your safety above all else. Before you complain method #1 is too mean, I've already ended up making two regular in-game friends and we run around often as a squad together when our first meeting went down exactly like that.
  13. I know I promised to have a full list compiled this weekend... I'll have one posted soon, but I got distracted with a project I was going to (and did) start this weekend. More details of it can be found here: http://dayzmod.com/forum/index.php?/topic/94222-dayz-diaf-a-custom-dayz-mod-im-working-on-input-appreciated/ I'd love any input. One of the things I should be able to accomplish in the mod is actively break all non-legit weapons from even functioning in game, period. The game wouldn't even be able to understand what the weapon(s) are let alone permit someone to use one for any period of time. Excellent job so far, though, on moving forward with this stuff with the CBL integration and the like.
  14. venthos

    The lesser of two evils.

    You seem to find time for everyone else's posts :( I... I... *runs off crying* BAWWWWWW *tears spraying forth like you've never seen before*.
  15. venthos

    The lesser of two evils.

    Why are you only replying to IndyAM and ignoring every post I've made other than my initial one? Do you not like me? :( EDIT: Ah there you go :D Hi reply! EDIT2: Aww, but not a reply to my content post from the last page. Just about my post regarding your tolerance of criticism. So close :(
  16. venthos

    The lesser of two evils.

    As I've stated, you are extremely poor at taking criticism. Only those who are ill equipped to defend their stance fold their arms and say "Well if you didn't pay attention last time I made my argument, I'm just not going to say anything. So there." If myself or another poster missed a point you made previously, copy/paste and quote it. Show us we're dumb and that it was answered. Make us look like fools in the face of quoted proof and facts. It would only strengthen your position to do so. The "Well if you don't know already I'm not telling you" is just childish and indicates you do not have the solid foundation in your argument that you think you do. You posted a very prodding thread and you seem incapable of dealing with the resulting replies.
  17. Nobody here can help you at all with anything regarding a global ban. Global bans are not issued or able to be removed by anyone affiliated with DayZ. See this thread about global bans: http://dayzmod.com/forum/index.php?/topic/10011-do-not-post-your-global-ban-appeals/ Rest assured, though, that other than an isolated incident many weeks ago -- nobody has been issued a global ban that didn't earn the ban. If you get a global ban, it's usually for one of two primary reasons. [1] You made insecure poor decisions on the internet and downloaded a CD Key stealer (If your global ban is "#3065" then the key was disabled for key sharing) -or- [2] You actually hacked. If the global ban is the first 4 characters of your GUID (basically not "3065") then the key was disabled for hacking. Your only way to try and move forward here is to read the sticky and contact BattlEye directly. Note that they ignore emails in cases where it's verified hacking due to volume of hackers who try and get their keys unbanned under false pretenses.
  18. venthos

    The lesser of two evils.

    I'm undecided on whether or not preventing people from looting their own bodies would be positive or negative. I think it's a good thing people can loot their own body for two reasons. [1] Your killer can always hide your body well before you get back. Therefore if you want the "can't loot your own body" mechanic, you can already effect its results in game right now. [2] If you end up finding your body again, it's kind of a reward for being quick and vigilant navigating the map (other than if you died near a coastal spawn of course). It's not authentic, but rewarding people for "surviving" and navigating to their body is kind of neat. Kind of in line with #1, I *like* that decision being in the killer's hands. If I killed someone to remove a threat or it was a good honest fight, I'll leave the body. If the guy was being a dick, I'll hide it. For you, you can hide 100% of bodies and make sure nobody gets their loot back. But there's a problem with your proposed idea in terms of implementation. All it takes is one person (a friend, or a friendly stranger) to go to your body and loot things/drop it on the ground for you. As long as you travel in a pair or more, your buddy can just loot it for you then. Trying to solve that problem would be a rabbit hole. How do you assume who is a "buddy" of the dead person to prevent them from looting, too? How do you prevent a random stranger from helping who was nowhere near the guy at the time? etc. You'd kind of have to pick "everyone can loot" or "nobody can loot" without just making it a temporary inconvenience. This is already in the game as a "Hide the body" or "don't hide the body" Vehicles should definitely not become easier to get up and running. Vehicles shouldn't an an expectation in DayZ as some sort of "natural progression". It should be a rare luxury. You *should* have to take the better part of a day in some circumstances getting a vehicle going. If you make them too easy to obtain and continue with making it hard to keep, people will use them as disposable transportation. You never commented about my alternate solution. Don't you think that would solve vehicle hoarding while keeping vehicles still rare-ish and something not everyone has? I have no problem if people can regear in minutes. That means they've [1] Spent the time to ferry loot back to a tent (they would have to have a vehicle or spend a LOT of time 1-2 guns at a time) and [2] that the tents are along the coast (given your "in minutes"). Even if the tents are far away at the edges of the map, that's THAT much longer it took to ferry loot back to the camps. Also, you create another problem. If you actually implemented this, I would just spend a quick $30 (only $15 for standalone) and make a "tent account". Make that player deploy the tents and never log the character in ever other than to deploy a new tent we got. Zero risk of tent loss due to your mechanic. How do you prevent that? Similar conundrum here with determining "tent accounts" as with determining "loot helpers" for preventing you looting your own body. The only people your mechanics would suitably punish would be a solo survivor/lone wolf. They would be effective against those people. They would be ineffective against any 2+ person team for the aforementioned reasons.
  19. venthos

    The lesser of two evils.

    These are pretty poor ideas, and your retaliatory replies to people contesting your ideas are trite and inaccurate. You claim the first guy was using "catch phrases" in his reply (there were none) and then tell someone else to "not hide under Rocket's skirt" when he cites he wants Rocket's vision to come forth and not your own personal vision. You have absolutely no capacity to take criticism, so I have no idea why you made this thread. To address the ideas: Unlootable bodies - As has been stated, not everyone kills for loot. This would primarily punish new/ungeared players trying to gear up. It's also a very petty and childish whine that "people want to kill me for my things :(". Yes, as would happen in a survivor scenario. I understand 100% realism wouldn't be fun (we'd have one life per CD Key, after all). But the core mechanics of this game are "post-apocalyptic survival" and you're talking about tearing out one of the core mechanics of the game -- gathering gear through buildings OR people. This "feature" makes no sense. Vehicle resets - I agree with your sentiment, but 1 hour is ridiculous. It takes many hours to even repair a vehicle in the first place. No one would spend the better part of a day to get a vehicle going only to lose it after having to log for the night a few hours later. Anti-hoard features are something worth experimenting with, though. In my own custom DayZ mod I'm tweaking I will have something similar to this. I am not sure of the specific mechanic, but I am thinking of having a decay time on the vehicle from the time it's moved away from its initial spawn. Something like 1-2 weeks. Every time you get into the vehicle a message would loosely indicate its state within the decay timer. "This vehicle is in fair condition" "This vehicle is starting to exhibit problems" "This vehicle looks like it could expire any day now". This would at least make repairing vehicles worth it, but always keep people looking for new vehicle spawns. Tents die when you die - You're solving the wrong problem. Tents as a mechanic aren't a problem. Tents that permit duping and duping in general are a problem. Solve the tent dupe problem and tents are just fine. If you manage to amass tents of decent gear that can't be duped, more power to you. If tents die when you die, then you've removed a large reason for having tents. There isn't enough variance in gear types to require you "rearm at the tents". For food/drink/medical supplies it's rarely more advantageous to run to your tents vs. the nearest town. Again here I understand the sentiment, but you're solving the wrong problem here.
  20. Any sort of ideas that people have that might be useful for me to include here? Whether it's a bug fix, idea for a new/changed mechanic, or a new weapon/vehicle/loot. Let me know. My approach as far as 'something new' is "more is less". I'm not going to do something crazy like add tanks, more amazing military weapons, or whatever. At that point you should just be playing ARMA2's base game. Anything I add I want to try and balance with risk. What I'm most focused on are changes that force people to "play the game" instead of abusing bugs/duping/etc. I don't want to deviate from the spirit of original DayZ much. It's a monday morning, so it's tough to think, but are there any other "douche tactics" you can think of that people do aside from combat logging which would be nice to prevent? As far as combat logging, I finally got the full mechanic working last night in terms of what sets you in combat. Been having to self-teach myself ARMA2 scripting this weekend. I have established its initial criteria. You will go into "combat" if... -you personally fire any weapon -anyone fires a weapon within 70m of you (aims to put entire squads into combat if even one person in that squad fires) -a bullet impacts within 50m of you (aims to put the "victim" of the shot in combat) Any beefs with that criteria or other situations that should be considered?
  21. venthos

    Kicks by ping, and why its annoying

    Am I the only one here who face desked extremely hard after reading the original post? Astouding, just astounding. *slow claps*.
  22. No gameserver provider is ever going to police their private gameservers. They don't/won't do it for any other game servers they run, and they're not going to start with DayZ. Why? Game server sales are already incredibly competitive. Some of them go for what, $20 a month or something crazy low? If they were to even spend a fraction of their time trying to police any server (especially a DayZ one) they would immediately start losing money due to the time spent acting like a babysitter. It does not make sense for a company who is exclusively running gameservers sales to police the game mechanics of those gameservers. It's not going to happen. Everyone cried for private servers, and you got them. Now you're crying that private servers are private and not controlled by an all encompassing authority. Do you not see the irony? Private servers are a good thing, but the penalty for this is it's going to take a lot of heartache wading through the bullshit servers run by 12 year olds (or at least mentally 12) until you find the servers run by competent admins. No one is going to (nor should they) try and police all the private servers. You just have to do your homework. It's gonna suck sometimes and you'll have to pick a new box. But, that's the necessary evil to private servers. It's kind of like a "vote with your wallet" situation. Vote with your playtime. If the private servers run by incompetent folks don't have anyone left to grief on their own server, they'll cancel it.
  23. There's a big logistical problem with attempting to do that. I haven't looked into it enough to guarantee it's impossible, but it's what Rocket was trying to do and then he stopped stating that the engine won't support it. hehe. That would be ideal, though.
  24. Simply because of the ammo (which determines the damage). M14 AIM uses DMR ammo, 2-shot kill. M16A4 ACOG uses STANAG ammo, which is much less damage. But you're right, the ACOG will be one of the most sought after weapons for sniper-ish scope in the mod's current state. If/when I add some snipers back it would most likely start with the CZ550 and M14 AIM. I'd probably move the CZ550 from farm spawns to be part of the deer stand loot, though and the M14 AIM would solely be a helicrash item.
  25. Yeah I plan to update the original list with a more comprehensive list. With the weekend shortly upon me, I should be able to get that done. I simply have a decent amount of DayZ related tasks on my plate among non-DayZ tasks. If all goes as well, I should have an appealing (hopefully) announcement post over the weekend that's unrelated to this particular thread.
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